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I've been running this deck for the last couple of weeks. It wins a majority of the games I play, but I made a lot of tweaks to handle the current decks that people are running. Here are some of the common match ups;
VS AGGRO
Goblins, Tokens, and Mono-White seem to get the fastest start. Maritime Guard will block early and kill nearly all of the X/1 creatures. He is also out of Shock range. There is a good mix of bounce, tap effect, and counters to stall things until you get to the late game.
VS Control
The midgame is usually where I get past these decks. Counters, Tappers, and flashing things provide an edge. The deck usually starts fast enough to get your opponent down before the big threats come out. Sweepers will cripple this deck if you're not watching for them. Negate is always good to hold onto for that eventuality. I've noticed people play around three open mana, but two open usually gets them.
VS Mid Range (3 Color)
There are a lot of different builds running around. JUND Tokens, JUND Sacrifice, BANT Tokens, BANT Life Gain, and GB Graveyard are what I see a lot of. This deck can handle all of them. You just have to know what they are doing and disrupt it. The one deck that I've struggled against with this deck is grave synergies. It's not an auto loss, but its usually a bad matchup.
Other thoughts....
Void Snare is there for bouncing enchantments and artifacts. The enchantments that build counters for a big effect are a great target.
Roil Elemental is a Turn 7 play. Best used with a land in hand to get that big threat on your side of the board.
Turns 3, 4, and 5 are my favorite. Frost Lynx, Quickling, and Pestermite can lock down a lot of creatures till you get to turn 6.
If you try this build, please let me know what you think. Have Fun
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