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The owner of this deck hasn't added a sideboard, they probably should...
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Play and boost your land base until you can get the commander out. After that, throw out as many damaging spells as possible. If you don't have any creatures to target, target the opposing player instead. Preferably, you want to explode and win fast. I've seen builds that could credibly run for a little longer, playing more like a midrange strategy, using a mix of red damage and white control, but I have yet to pull off such a strategy myself.
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NOTE: Set by owner when deck was made.