Event: GP Alexandria, Eliminated Round 1
4x Earthchannel Apprentice
4x Ophorion Refugee
4x Coalition Relic
4x Fatresya, Protector of the People
4x Iron Signet
4x Forgotten Lessons
4x Evoke the Maelstrom
4x Melting Point
2x Planar Conflagration
2x Amber Hills
4x Sunlit Highland
3x Wayfarer's Shrine
2x Lush Oasis
2x Frostfire Geysers
4x Flourishing Crevasse
4x Moment of Tranquility
2x Searing Script
3x Shal'Draen's Rage
1x The Infinite
2x Breath of Fresh Air
1x Reclamation Sage
What is Temur Conflagration?
To put it very simply, Temur Conflagration is a fast-paced combo deck. This deck plans to put together some combination of Planar Conflagration, any burn spell, and enough mana to cast both in the same turn.
Advantages to Playing Temur Conflagration
This deck can clock very fast in an uninteractive match-up. One of the biggest draws to Temur Conflagration is that in any matchup without counterspells, there's a large chance that the opponent just can't interact. A lot of the deck is redundant, so it mulligans fairly well even in spite of needing to locate Planar Conflagration. This deck also doesn't care about your opponent's life total in the slightest. They could have gained infinite life, but Conflagration will still bring them to 2.
Disadvantages to Playing Temur Conflagration
Temur Conflagration is very soft to counterspells, especially maindeck. It's very possible that an opponent just points a counterspell at your lethal burn and then randomly kills you because you happen to be at 4. The deck is also mildly inconsistent, with only 6 functional copies of your kill card and the inability to control the game until you find one. Drawing mana for many tuns in a row is a real possibility because it's necessary to have a critical mass of it.
Temur Conflagration's maindeck is a fairly simple strategy. You keep pretty much any hand with lands and ramp out as fast as possible. The plan to end the game is to end up with a total of 4RRRR such that you can resolve Planar Conflagration and follow it that turn with a burn spell.
The mana artifacts in particular help this goal extremely well. Both Coalition Relic and Iron Signet provide two mana the turn you need the mana most. There's also 8 one-mana elves to help ramp you up to 3 for Coalition Relic and Fatresya. Fatresya both produces mana and can help get problematic creatures off the table.
For burn spells, there are four copies of Scorch and four copies of Melting Point. If you have two burn spells in hand at any given time, using them to remove creatures is perfectly fine. Unless your opponent hurts themselves exceptionally (by which I mean they put themselves within burn range), you should always be keeping a burn spell in hand for Planar Conflagration.
Counterspells are this deck's weakness, and a blue deck running them is a very hard matchup. There is very little you can do about it if they happen to be holding Negate. The best situation here is to hope they tap down for a big threat or use too many counterspells on your mana rocks. If they present a threat and you have the ability cast Planar Conflagration, it's usually best to try it there. The situation is not going to get any better after they get to untap.
Be wary of the potential for burn. If you're against a red deck that might have two Shocks, wait until you have Melting Point and then wait for them to try to burn you. You want to be able to leverage the instant speed on Melting Point to ensure they don't do the same against you.
Sideboarding is how you try to correct the bad match-ups for this deck. This is where you fight off counterspells and other combo or lock decks.
Moment of Tranquility and Negate
These two spells are your biggest defense against blue decks. Post-Sideboard, you can be certain that they have counterspells, even if they didn't start with any. Moment of Tranquility does its best impression of Dispel here, allowing you to use a single mana to protect your Conflagration or the resulting burn spell. Negate is a necessity both to protect your spells or to survive a long game that might consist of a planeswalker win condition. In decks where you want to bring these in, you'll most likely want to cut Fatresya and shave two Ophorion Refugees.
+4 Moment of Tranquility, +2 Negate
-4 Fatresya, Protector of the People, -2 Ophorion Refugee
Searing Script is another two copies of Shock. The infuse is never going to be relevant in this deck, since attacking with creatures and spending 4 mana for a shock is not what this deck wants to be doing. Searing Script comes in for the matchups where you expect that you could just die in response to your burn spell. Bringing in Searing Script means you either want to cut two Ophorion Refugees or two Scorches. I tend to cut Scorch since it loses usefulness in match-ups where you want to avoid dying at instant speed.
In Burn match-ups, Moment of Tranquility still serves the same purpose. If you happen to have one in hand, casting your burn spell on your turn makes them have three burn spells on your turn to kill you.
+4 Moment of Tranquility, +2 Searing Script
-4 Fatresya, Protector of the People, -2 Scorch
+4 Moment of Tranquility, +2 Searing Script, + 2 Negate
-4 Fatresya, Protector of the People, -2 Ophorion Refugee, -2 Scorch
Let's take a moment to talk about aggro. In most cases, it's likely you can out clock an aggro deck. However, some nut draws from aggro or some bad draws on your end may tell you no, so three copies of Shal'Draen's Rage ensure you don't just die on turn 4. In these match-ups, you'll probably find that your mana dorks get eaten up and Fatresya actually has creature targets, so I cut three Ophorion Refugees here.
+3 Shal'Draen's Rage
-3 Ophorion Refugee
This big beater is a hedge against pretty much the same deck. It's likely that the other deck is holding enough burn to kill you. The Infinite forces them to actually kill you, will kill them if they can't burn you out with Conflagration, and frees up your mana each turn so you have an easier time resolving spells.
In this matchup, you can bring in Moment of Tranquility if you think you want to be the one resolving Planar Conflagration instead of waiting for them to try. If you do, you can cut Scorch to make room.
+2 Negate, +2 Searing Scipt, +1 The Infinite
-4 Fatresya, Protector of the People, -1 Scorch
Breath of Fresh Air and Reclamation Sage
These two are catch-all sideboard cards. If the opponent has any problematic artifacts or enchantments, these come in to deal with them. The particular match-up makes differences on what to bring in.