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Created by Strictly MTG https://www.youtube.com/watch?v=A89vR-u1QKw
This deck seems wonky, and can be difficult to make the correct choices with the first game or two you play. Basically, we're playing like a control deck; all of our creatures can be flashed in either during our opponent's combat step or at the end of their turn. This means that we can always hold mana back for a counterspell or removal spell, and if they don't give us an opportunity to counter a spell, we can play a creature at the end of their turn. Many of our creatures do something when they come into play, from tapping creatures down to bouncing them to countering spells, so our creatures are, in some ways, an extension of our spells. Use them to throw off your opponent's tempo and leave behind a body. Eventually, we'll have deprived them of resources and gained enough board position over the course of the first few turns that our damage will start adding up quickly. A common way to play is to set up a counterspell wall starting on turn 2 with Clash of Wills and continuing into turn 3 with either Scatter to the Winds or Silumgar Sorcerer. Before long, we will have deprived the opponent of enough key plays to start playing our own creatures when they no longer have powerful options. From here, we theoretically turn the corner and start chipping away at our opponent's life total, keeping up the pressure by messing with their tempo and keeping important threats off the board.
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