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This deck is designed for (what I think is) a challenging win, not a quick conquer. The idea is to see if you can get another Player out specifically on turn 7 using the right combination of cards.
You can take some hits while you work out the perfect hand. Ideally, you'll want to throw down Boros Reckoners and Raging Goblins for early game punishment, then try to get out the perfect combination, which looks like one of these scenarios: A: -Turn 6: Warstorm Surge, Attack-Turn 7: Blistering Firecat, Cloudshift, Attack and/or FlingB:-Turn 6: Sorin Markov, Second Ability, Attackif they survive, go onto-Turn 7: Any damage you can throw. (Eg; Soul's Fire a Ruinous Minotaur, Attack with it, and then Fling it)
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