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OK so the premise of the deck is simple, break the rules of magic by drawing more cards than your opponent. You do this by having sayer enchanter on the field when you cast any enchantment or shram when you cast any aura, then use that card advantage to leverage one for one removal combined with incidental life gain to grind out your opponent.
Try to keep hands with shram or the enchanter, and try to keep hands with one of your knee drop enchantments. Four lands in hand at the start is risky, but also so is two, three lands in hand in this deck is very relivent.Side in welcome and saving grace for aggro. Song and binding for back removal heavy matchups. Side in binding and Cleansing nova or white based control.
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NOTE: Set by owner when deck was made.