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The deck is fairly straightforward. It has landfall and lifegain. The primary goal is to get creatures' abilities activated, such as the cheap steppe lynx, preferably more than once in a turn. The more land dropped on him the better he gets and the larger his attacks can be. Card's like Harrow help double activate and bring land onto the field, and Nature's Spiral and Ruin Ghost keep the land coming back and reactivating your abilities.
Read the description. The big thing to worry about is the first hand. If there are too many land, or not enough of the right color for the draw, you can cause yourself problems. It is safer to mulligan than to keep an iffy hand. The ideal draw would include a one drop, two or three land, a turn 3 creature and a mana ramp card like cultivate or Harrow to get things rolling.If you have ideas, let me know. I'm building this irl as well, and I can use the advice.
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A couple cards you may want to consider would be Khalni Heart Expedition ( turn 2 expedition into turn 3 harrow is some serious ramp but other than that it fetches two lands at instant speed ), Primal Command ( does not help with landfall, but it does gain life and search for one of your larger pay off landfall creatures ), or maybe a couple land with etb effects like Sejiri Steppe/Khalni Garden ( You can protect your creatures at instant speed with Ruin Ghost or make more plants for Avenger ).You could also consider swapping Sylvan Rangers for Sakura-Tribe Elders ( fetch lands at instant speed and ramps ) and Nature's Spire for Eternal Witness ( Costs 1 more mana but you get a 2/1 body and the ability to get more than just permanents ).These are all the things I can think of right now, Hope this helps.
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