Before Monday's announcement there was one clear top dog in Standard: Jeskai Lukka. That is no longer the case; without Agent of Treachery the whole lukka, coppercoat outcast gameplan falls apart. Once you add in the loss of Fires of Invention and the yorion, sky nomad nerf, there is no way the deck will exist. This kind of goes without saying, but Fires of Invention was pretty important. Remember what Standard looked like before the existence of Jeskai Lukka? Jeskai Fires was the top deck in that format, so simply taking Agent of Treachery away wouldn't have been enough to kill fires of invention decks off completely, banning the namesake card was necessary.

My point here is this: don't make the mistake of believing we are going back to the exact same Standard format we had before Ikoria. I have heard people complain this might be the case, but fires of invention being banned means that isn't possible. Decks will need to change card choices. Remember how much we used to see Casualties of War? That is a card that likely loses value based on the changes, as it was one of the best way to fight fires of invention decks. We will see some of the same archetypes we used to, but coming up with a strong list is important too. 

Winners

embercleave

Embercleave had multiple issues in the last format, the first being that red aggro just was a bit less powerful than some other strategies, but the other was the incentive to play obosh, the preypiercer. Now that companions have changed I don't think mono-red decks want to play obosh, the preypiercer anymore. I'm looking to head back towards the list I played with at Worlds. It was sad not to get to play with Embercleave, and we may even see decks like Gruul Aggro emerge as good Embercleave decks as well. 

thought erasure

Discard spells had a big problem: they couldn't take companions. Now less decks will play companions, and if you are playing one, you will need to get it into your hand at some point. The stock of Thought Erasure just went up. There were very few decks that actually played blue  and black before, but I expect that to change.

mayhem devil

Expect to see a lot of sacrifice decks, and while we will of course have cards like Witch's Oven and Cauldron Familiar in those decks, I expect to see more Mayhem Devil. Players started cuttingMayhem Devil in order to play lurrus of the dream-den, but it's a powerful tool for the sacrifice decks, especially against small creature decks. Sacrifice decks in general should be quite strong moving forward, but I expect them to reconfigure themselves to not play a companion anymore.

edgewall innkeeper

Adventure decks typically didn't play a companion, and while Temur Clover has been seeing some play, I anticipate it will rise in popularity. We could start to see other adventure strategies outside of Temur start to make their way back into the format, and Edgewall Innkeeper is the centerpiece in those decks.

uro, titan of nature's wrath

You will notice a trend with some of the cards I'm mentioning here, but the most powerful cards in Standard that didn't get banned or negatively impacted much by the announcement will end up seeing more play. uro, titan of nature's wrath already saw a decent amount of play because of its use in Temur Reclamation and Bant Ramp, but we may see a variety of new ramp strategies pop up as well.

nissa, who shakes the world

For people who have only been playing Standard since the release of Ikoria, you may have forgotten about how good Nissa, Who Shakes the World is. One of nissa, who shakes the world's biggest weaknesses was to the fires of invention decks. With those decks removed from the picture expect nissa, who shakes the world to be a powerhouse once again. uro, titan of nature's wrath and nissa, who shakes the world often will be found in the same deck.

hydroid krasis

Another card that completely fell off the map recently will be back, and in the same decks as nissa, who shakes the world. Without Agent of Treachery to go over the top of it, hydroid krasis will be one of the most popular finishers. 

wilderness reclamation

I'm going to stay with the color green here, which in my opinion is definitely the color that stands to profit the most from the announcement. Wilderness Reclamation goes in a different sort of strategy of course, as it really is a card you need to build around. We have already been seeing Temur Reclamation decks do well, and I don't expect that to change. I actually played Temur Reclamation this past weekend to win 2,000$ in the Arena Open.

Magic: The Gathering TCG Deck - Temur Reclamation by egdirb

'Temur Reclamation' - constructed deck list and prices for the Magic: The Gathering Trading Card Game from TCGplayer Infinite!

Created By: egdirb

Event: May 2020 Arena Open

Rank:

Standard

Market Price: $368.40

Cards

Opt

Color Identity:U

Market Price: $0.10

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/215840_200w.jpg

Scry 1.
Draw a card.

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Mountain

Color Identity:R

Market Price: $0.06

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/227274_200w.jpg

({T}: Add {R}.)

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Uro, Titan of Nature's Wrath

Color Identity:G,U

Market Price: $10.94

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/206836_200w.jpg

When Uro enters the battlefield, sacrifice it unless it escaped.
Whenever Uro enters the battlefield or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—{G}{G}{U}{U}, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

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Fabled Passage

Market Price: $4.44

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/215556_200w.jpg

{T}, Sacrifice Fabled Passage: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.

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Forest

Color Identity:G

Market Price: $0.04

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/196606_200w.jpg

({T}: Add {G}.)

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Grafdigger's Cage

Market Price: $1.93

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/192909_200w.jpg

Creature cards in graveyards and libraries can't enter the battlefield.
Players can't cast spells from graveyards or libraries.

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Breeding Pool

Color Identity:G,U

Market Price: $20.65

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/182842_200w.jpg

({T}: Add {G} or {U}.)
As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

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Flame Sweep

Color Identity:R

Market Price: $0.16

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/192507_200w.jpg

Flame Sweep deals 2 damage to each creature except for creatures you control with flying.

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Temple of Mystery

Color Identity:G,U

Market Price: $0.47

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/236345_200w.jpg

Temple of Mystery enters the battlefield tapped.
When Temple of Mystery enters the battlefield, scry 1.
{T}: Add {G} or {U}.

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Thassa's Intervention

Color Identity:U

Market Price: $0.20

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/206962_200w.jpg

Choose one —
• Look at the top X cards of your library. Put up to two of them into your hand and the rest on the bottom of your library in a random order.
• Counter target spell unless its controller pays twice {X}.

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Aether Gust

Color Identity:U

Market Price: $0.24

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/192535_200w.jpg

Choose target spell or permanent that's red or green. Its owner puts it on the top or bottom of their library.

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Nightpack Ambusher

Color Identity:G

Market Price: $0.70

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/192631_200w.jpg

Flash
Other Wolves and Werewolves you control get +1/+1.
At the beginning of your end step, if you didn't cast a spell this turn, create a 2/2 green Wolf creature token.

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Castle Vantress

Color Identity:U

Market Price: $2.11

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/199284_200w.jpg

Castle Vantress enters the battlefield tapped unless you control an Island.
{T}: Add {U}.
{2}{U}{U}, {T}: Scry 2.

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Brazen Borrower // Petty Theft

Color Identity:U

Market Price: $20.18

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/199387_200w.jpg

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Commence the Endgame

Color Identity:U

Market Price: $0.24

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/188626_200w.jpg

This spell can't be countered.
Draw two cards, then amass X, where X is the number of cards in your hand. (Put X +1/+1 counters on an Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.)

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Ketria Triome

Color Identity:G,R,U

Market Price: $11.02

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/212697_200w.jpg

({T}: Add {G}, {U}, or {R}.)
Ketria Triome enters the battlefield tapped.
Cycling {3} ({3}, Discard this card: Draw a card.)

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Chemister's Insight

Color Identity:U

Market Price: $0.05

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/212406_200w.jpg

Draw two cards.
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)

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Stomping Ground

Color Identity:G,R

Market Price: $9.68

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/182841_200w.jpg

({T}: Add {R} or {G}.)
As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

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Mystical Dispute

Color Identity:U

Market Price: $0.91

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/198683_200w.jpg

This spell costs {2} less to cast if it targets a blue spell.
Counter target spell unless its controller pays {3}.

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Blast Zone

Market Price: $2.74

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/188636_200w.jpg

Blast Zone enters the battlefield with a charge counter on it.
{T}: Add {C}.
{X}{X}, {T}: Put X charge counters on Blast Zone.
{3}, {T}, Sacrifice Blast Zone: Destroy each nonland permanent with mana value equal to the number of charge counters on Blast Zone.

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Tale's End

Color Identity:U

Market Price: $1.54

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/192791_200w.jpg

Counter target activated ability, triggered ability, or legendary spell.

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Shock

Color Identity:R

Market Price: $0.02

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/215884_200w.jpg

Shock deals 2 damage to any target.

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Negate

Color Identity:U

Market Price: $0.10

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/222130_200w.jpg

Counter target noncreature spell.

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Shark Typhoon

Color Identity:U

Market Price: $10.34

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/212133_200w.jpg

Whenever you cast a noncreature spell, create an X/X blue Shark creature token with flying, where X is that spell's mana value.
Cycling {X}{1}{U} ({X}{1}{U}, Discard this card: Draw a card.)
When you cycle Shark Typhoon, create an X/X blue Shark creature token with flying.

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Scorching Dragonfire

Color Identity:R

Market Price: $0.03

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/215894_200w.jpg

Scorching Dragonfire deals 3 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead.

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Steam Vents

Color Identity:R,U

Market Price: $14.67

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/175202_200w.jpg

({T}: Add {U} or {R}.)
As Steam Vents enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

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Growth Spiral

Color Identity:G,U

Market Price: $0.37

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/227368_200w.jpg

Draw a card. You may put a land card from your hand onto the battlefield.

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Wilderness Reclamation

Color Identity:G

Market Price: $2.26

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/212521_200w.jpg

At the beginning of your end step, untap all lands you control.

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Expansion // Explosion

Color Identity:R,U

Market Price: $2.23

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/176440_200w.jpg

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Island

Color Identity:U

Market Price: $0.05

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/215718_200w.jpg

({T}: Add {U}.)

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This is a great example of showing how you cannot simply port a list over to the new format post-bans. Will Temur Reclamation see plenty of play moving forward? Yes. However, do not play this version; it is geared towards beating Jeskai Lukka. The deck will need to be changed. Likely there will be less blue decks, meaning less counterspells are necessary, though teferi, time raveler is still a concern. The deck is built to be able to play a draw-go game after sideboard with cards like Chemister's Insight and Commence the Endgame. The gameplan will need to change, but the good thing about Temur Reclamation is it's a flexible deck with many slots to play around with. 

Losers

tale's end

See the one copy of Tale's End in my Reclamation deck? Unfortunately, people only really started playing that card to combat Jeskai Lukka. Now that the deck is gone I expect Tale's End to stop being played.

casualties of war

This is one I touched on earlier. It wasn't a huge player in the format, but I don't expect it to see play, even if black-green midrange decks become popular again.

mystical dispute

Don't get me wrong, Mystical Dispute is a great card and will still see plenty of play. However, we had gotten to the point where players were going up to four copies of the card maindeck. Mystical Dispute really should be primarily a sideboard card, and once blue decks get to that amount of play, you know the format isn't properly balanced.

grafdigger's cage

People were playing this as a way to fight gyruda, doom of depths, lurrus of the dream-den, and lukka, coppercoat outcast. With a lot of the decks it was good against going away I think Grafdigger's Cage will stop seeing play. It is a nice way to stop cauldron familiar/witch's oven, but I don't think that will be incentive enough to play this card.

heraldic banner

Heraldic Banner saw a huge uptick in popularity in aggressive strategies featuring obosh, the preypiercer. Before obosh, the preypiercer was printed Heraldic Banner didn't see a ton of play, and as obosh, the preypiercer starts to lose value so will Heraldic Banner.

winota, joiner of forces

winota, joiner of forces decks typically focused on getting Agent of Treachery onto the battlefield. While there are other Humans you can find off a winota, joiner of forces trigger, there really aren't any that are nearly as powerful as Agent of Treachery.

What Happens to Companions?

The "three mana to put into your hand" errata is a significant drawback; we will see a lot less companions, especially in the case of aggressive deck that need to use all their mana. Three mana to get your companion is really rough. However, they will still see play. Even though lurrus of the dream-den is way worse now, it still might be "free" if there aren't any expensive permanents the deck actually wants to play. In the case of yorion, sky nomad, it might be powerful enough that some decks can afford to still play it for example. Overall, I think they will see significantly less play, but won't be removed entirely from the format.

What Happens to Teferi Decks?

teferi, time raveler

Bant Ramp seems like it could be a good home for teferi, time raveler, and I'm sure we will see a variety of different control deck pop up. The card checks Temur Reclamation which is important. Even though many people wanted teferi, time raveler to get banned because of how frustrating it is to play against, it's possible the card actually sees less play now than it did before because the Jeskai Fires decks have been removed.