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This is a deck that wants to play as much removal as you can git early game, squeezing out value from Blood Artist or Vexing Devil on the side. Taking damage is not a concern, excepting Duskmantle Seer in your opening hand (probably should've taken a mulligan chief), as your life and board state stabilize into the midgame. Once you untap on turn 4 there are different finishers at your disposal, and while drawing into one of several options may be less reliable than 4 Thragtusks, it's certainly more exciting and impossible to board against. Your late game options are mostly versatile, but all are powerful and fun cards.
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