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Fast tempo aggro deck with early game stopping power(4th turn win possible, 5th turn likely) do 5 or 6 damage on the 2nd turn, easily, and keep it coming. With direct damage and trample for that final touch if blockers become an issue. Creature boost spells, and enchantments to aid the relatively weak creatures. Some draw spells to aid in the unlikely late game. A pretty solid deck, however kind of boring to play. I'm still up in the air about whether or not I want 4 seal of fire and 2 seal of strength or vice versa. Seal of fire can get around blockers every time, seal of strength can effectively get around blockers on a trampler. Seal of fire can kill a pesky flier or whatever, but seal of strength can potentially do 1 more damage, ending the game quicker, or saving one of my creatures from destruction.
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