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Here's the theory with this one: there are cheap all-stars available in modern, many of which work together to give overwhelming boardstate. And, because they are of diverse sources, they are the best friend of Goyf.Here are some of the tactical ideas:Early game:The deck is heavy on turn 1 hand rearrangement and disrupt, which should be good enough to get you around the early game problem of dealing with fast combo decks or decks that swarm as fast as possible. Then we follow up with even more 2 drop ramp and threat options. Turn 2 goyf is at least a 2/3 here (land and sorcery) which is out of burn range (lightning bolt makes him a 3/4 before it hits).But the decks really hits high gear on turn 3 with the third land drop. Of note, with 24 lands a turn 3 land drop is very likely. With 3 mana you field a planeswalker or control enchantment, with a follow up planeswalker or enchantment on turn 4 after the 4th land drop (hopefully). By then it should be pretty much over.Synergy:Gifts ungiven kicks the deck into overdrive. It turbo charges Goyf, gives card advantage, and sets up whatever combo you need with your lands in terms of ramp, aggro, or card advantage. Pick life from the loam, crucible of worlds, academy ruins, and horizon canopy and it doesn't matter what opponent makes hit the grave, you still get the combo going. Then use the crucible to cycle through card advantage with canopy every turn, pull back the man lands as chump blockers or as a damage clock, or use the fetch lands over again to pull out unwanted topdecks and make sure your land development is maximized. Zur is another synergy outlet as he sets up Goyf with enchantments, and fetches story circle to shut down whatever threats are at work against you. Everything else works to unite these themes and react to opponent's counterplay. a quad color also has excellent sideboard potential, especially with 4 mainboarded sylvan caryatids which do what they do better than most cards in modern.
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NOTE: Set by owner when deck was made.