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The main goal with this deck is to get Fiery Gambit to resolve with all three flips. If you can get all three off successfully, this is one of the strongest effects in the game and often draws you the burn spells you need to finish the game.
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NOTE: Set by owner when deck was made.
Ral Zarek would be an interesting inclusion. His [+1] can tap down a creature for Swiftspear to get through, or tap a land to prevent counter / kill spells for what you're about to play, all while untapping one of your lands, pseudo ramping you. His [-2] pings off creatures, or brings the opponent's life down into a killable range. Then, of course, there's his [-7] that works with Krark's Thumb to buy you up to 5 extra turns.
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He might be interesting to add, but I'm trying to keep this deck as fast as possible, so I don't know how effective he would be.
Worth testing, no?