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From my read, this build is a little heavy on the win conditions vs reactive control. 10 damage producing critters (albeit some with control mechanics), on top of 4 snaps, and a walker-token producer, all of which is backed up by 4 colonnades is a quarter of the deck that proactively seeks damage, which I've always found to be too high a ratio. It leads to some opening hands without control elements at all and some middle games where you have redundant board state with no way to protect it. I've also never been a fan of the unsaturated mana leaks, as they are best in the opening so 2 copies tend to be far less effective than 4. I like 4 remands much better.You also have a high saturation of critter hate, but very little against non-critters, so perhaps consider pulling a few removals for some negates or the like mainboarded.Personally I've never liked the restoration angel/snap combo, as it requires a HUGE mana commitment over a 2 turn spread (first snap is 2 plus the spells cost, angel is a 4 drop plus the cost of the spell, so at min the whole thing runs 8 mana (if you choose 2 1-drops to flash back). I do like the angel and the clique, but im not sure if that justifies running the angels at all.Just my thoughts, not trying to beat the deck up
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