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Begin the game like a control deck, play lands on your turn and pass. On your opponents turn, cycle cards you don't need for other cards, to fill your graveyard up with instants and sorceries. When your opponent taps out, play an enigma drake and attack face/fling for big damage. Can be very fast by cheesing hollow ones out on turn 3 for free. Use creatures as cycling fodder, or play to give more value to your cycling. Play the sand stranglers when you have deserts for extra value. In the event you land an enigma drake, you can self mill with the compelling argument to pump them even further.You can completely change the deck to a go wide strategy by sideboarding in drake haven and more cyclers for your enigma drakes/flings. Almost all your cards are cheap cyclers and once a drake haven is down, you can make many many drakes. Drake haven also turns discard hate into positives by making creatures for you.
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NOTE: Set by owner when deck was made.
Yo bro, love the deck. There's something so satisfying when combining U/R in a standard format. I run the same strat in my own cycle deck (http://www.mtgvault.com/captnross/decks/abandoned-cycle/), but I didn't think to but Fling and Enigma Drake together, I might side board it!. Might be worth sideboarding or including Abandoned Sarcophagus in the deck as you'll be able to double cast cards with cycling or just super charge your deck into drawing cards in the early game only to play them late. Thanks for the good idea!
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Hey, thanks for the like! When I was building this deck I did consider adding Abandoned Sarcophagus, but my concern is that it hurts the Enigma drake/fling plan too much.However, it does go well with the drake haven "go wide" plan. I've updated my sideboard to include it!