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Walls defend and generate manna early while strip mine, stone rain, and raze slow the opponent down At the 4 manna point you have a lot of options with avalanch raiders, shivan wumpus/argothian wurm, spike,rolling, and aftershock . If you can keep the opponent to 2 lands until turn 5 you will win the game. Not hard since, with 1/3 lands in a deck, a person will only draw 4 lands by turn 5. Win conditions are vent sentinel or crush of wurms. Sometimes the 6/6s in the deck can even win before that if the opponent gets few lands. Problems: low non-land destruction count. Aftershock and naturalize are all you have. Also draw power is very low, but higher costs help combat that.
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