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Took the Kaladesh Planeswalker Nissa deck and revamped it with some cards from my fat packs. Gave it more of an ability to produce energy, and more of an ability to pump creatures up and make them bigger, while rooting out a few of the more useless cards in the deck. Sideboard is just suggestions in case you feel like these ideas are spread a little too thin across the deck, but it's worked fairly well most times I've played it.
Another deck where it mostly depends on the first hand you get, but it's always good to make sure you have some cards in your starting hand that will either:Produce/Use Energy or Give your creatures +1/+1Typically you'll find the later. That's mostly what you'll be wanting anyway.Having cards like Servant of the Conduit help a lot in getting more mana-intensive creatures and spells out, and pumping them up or giving you more counters (if you have certain artifacts/enchantments). They're usually a good idea to keep alive.The only creatures I typically question myself about are the 1-drop Island turtles. They're effective at the start of the game, and really only fodder everywhere else. Considering if switching them for the Hightide Hermit is better, considering the Hermits produce 4 energy a pop, but it might disrupt the balance of creatures you can bring out quickly and use to chump. So I'd consider it, but consider wisely!Also might need more control, but that's really up to player preference. I like aggro/swarm way better, and find that this usually does me well for most games.
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