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The idea is to maximize the number of games in which you get a large threat down on turn 2 or 3, and are able to follow that up with another large threat on turn 4.To this end we run Sandstone Needle and Geothermal Crevice which can either facilitate a turn 3 Late to Dinner or an early Angler as they are capable of contributing 3 mana towards casting one.First-Sphere Gargantua might be unnecessary, though I feel like having 2 extra threats that additionally net some real value is a better deal than upping the number of games in which you pop-off on turn 2 or 3 by an additional 2% or so.
Mulligan aggressively until you get a hand that either gets a thick boy from the first sphere or the blind eternities down early, or has enough draw / dredge potential to do so by turn 4. Hands with threats and draw but no reanimation can be okay, though this depends on too many factors to list here. Once you keep a hand you go all in and either wind up feeling unstoppable like Hitler in 1939, or you wind up seriously questioning your choices like Hitler in 1945.In games 2 and 3 the range of outcomes is much broader than in game 1. Longer games with Duress and Pyroblast and 4 consecutive Gargantuas and graveyard hate will occur and will be pretty fun. Though this build is designed for a one-two punch style of play, hence 5 lands that you're supposed to sacrifice by turn 5; long games are unlikely to go in your favor.
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NOTE: Set by owner when deck was made.