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Start by attacking the hand while playing defense with your creatures and removal. Eliminate threats one to one until turn five to seven, which is when aggressive decks tend to lose steam and control decks will try to win with a big spell. Here you overtake the game with big wrath effect or a continuous value card. Use the vizier to flicker your creatures unless you need to remove an attacker from combat. Profane procession is slow, but it can be a great return for one card. The Immortal Sun and Arch of Orazca draw extra cards as well. Remember the 2+ for 1 spells are your most important ways to win the game, protect them... Also, use the information after seeing your opponent's hand to best use Gideon's Intervention. Try to name cards that will haunt you later rather than threats you need to deal with now. Future threats like Approach of the Second Sun, Hazoret the Fervant, The Scarab God or any payoff cards. Understanding the meta definitely helps. Thanks and Good Luck

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Sideboard

This deck does not appear to be legal in Standard (Season from Sep 2021).

Problems: Not legal in this format: Arch of Orazca, Forsaken Sanctuary, Ifnir Deadlands, Scavenger Grounds, Shefet Dunes, The Immortal Sun, Cast Out, Gideon's Intervention, Profane Procession // Tomb of the Dusk Rose, Fatal Push, Bontu's Last Reckoning, Doomfall, Fumigate, Lay Bare the Heart, Dusk Legion Zealot, Gifted Aetherborn, Noxious Gearhulk, Ravenous Chupacabra, Regal Caracal, Twilight Prophet, Vizier of Deferment, Authority of the Consuls, Aven Mindcensor, Fatal Push, Fragmentize, Gideon's Intervention, Lost Legacy, Silent Gravestone.

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