Standard Temur Tower
I was playing U/R Dynavolt for awhile, but I wanted to change it up a little bit. The main change in play style is the heavier energy focus. Going from 2 to 4 towers really increased the amount of energy produced; once you get to untap with 2 or more Dynavolt Towers on the battlefield, it feels very difficult to lose.
Adding green allowed me to go down 4 lands for 4 Attune with Aether, which increases the number of energy producing spells drastically. Bristling Hydra is a good addition since it is easy to protect and you can land a threat with counterspell/burn spell backup without waiting until you hit 8 or 9 lands. Playing green also provides better artifact removal and more sideboard options.
Chandra, Flamecaller is a personal touch, and is left over from when I didn't have enough Torrential Gearhulks in U/R dynavolt. She remains in the deck since my meta is heavy on aggro, and her -X ability acts as a second mainboard sweeper. She's also a fast clock that's difficult to remove, since creatures don't tend to stick around long against this deck.
All in all, I'm very happy to have converted to Temur Tower, and it's a fun deck to pilot for people who love control. What really got me hooked was the fact that this deck punishes small mistakes much less than U/R Dynavolt; where a small mistake or misplay would cost you the game with U/R Dynavolt, there are more ways to dig yourself out when playing the Temur version.
Sideboard Guide:
-For Aggro: Remove counterspells. Add Radiant Flames, Shielded Aether Thief, and Tireless Tracker
-For Vehicles: Remove some number of hard counters, Chandra, and Anticipate. Add Whirler Virtuoso, artifact removal, Negate, and Radiant Flames
-For G/B: Remove some counters. add Confiscation Coup and Tireless Tracker
-Mirror: Remove burn, Chandra. Add counterspells, Whirler Virtuoso, Dragonmaster Outcast, and Tireless Tracker
-Combo: Remove burn. Add counterspells, artifact removal, Dragonmaster Outcast