The fringe continues. Temur control with Savage Knuckleblade as the main win con. Can also come out very early to play a strong tempo game due to an enormous amount of counters. Furthermore, he has the ability to bounce himself back and allow a vault to go off very early on without losing a wincon.
Explaining the less popular choices present in this deck:
Font of fortunes: 2 mana to play, makes a turn 2 play possible if a hand would have otherwise remained idle. It's much more flexible than Jace's Ingenuity, and way less likely to be countered. It can be played early, cracked at one's own discretion, or played turn 5 while keeping 3 mana up for countering.
Voyage's End: Tempo play/scry. Bouncing a turn 3 Mantis rider, scrying, then having a dissipate or dissolve prepped for your own turn 3 is pretty solid. You know exactly what they intend to play next, and have bought time to counter it properly. Also works well for buying time against Heroic and prepping for a vault to land.Can also selectively be used to bounce a Knuckleblade back if there's a mana deficit.
Dissipate: Dissolve 5-8. Temur lacks strong instant speed removal, however, this can be easily replicated with counters that hit not only creatures, but potentially devastating instants, sorceries, or planeswalkers. Turn 2 Voyage's end/lightning strike into a turn 3 counter is very commonplace and wrecks an aggro player's momentum.
Nullify: More early game moves available. Turn 2 nullify into a turn 3 Dissolve/Dissipate = Aggro losing some major steam. Furthermore, because it is cheaper it enables multiple spells to be cast during earlier turns.
Knucks: The poor man's aetherling, with some explosive early game potential if unanswered ASAP. Very flexible, and punches through most walls presented before it.