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First things first: I've found this deck to be really clunky about 1/3 of the time. The cycling mechanic isn't inherently bad, but for it to work, there has to be a critical mass of cards with the cycling ability. The number of powerful cycling cards is, in my opinion, very limited. This forces us to play with the less powerful cycling cards to reach the aforementioned critical mass, which in turn limits the deck's power. With all that said, the deck absolutely CAN perform, especially when it has several value pieces in place, like Ephara, God of the Polis, Astral Drift and Teferi's Ageless Insight. However, the deck can also struggle majorly when these pieces are missing.

Nonetheless, the deck is a blast to play. The best part of MtG, without comparison, is drawing cards, which this deck is entirely built around. There are 41 cards with cycling in the deck and 11 other cards that help us draw in some other way. This adds up to 52 cards drawing us more cards one way or another, which can quickly get out of hand. Some noteable mentions here are Mystic Remora, Treasure Cruise and Idyllic Tutor. Mystic Remora speaks for itself and is a solidified commander stable at this point; the same can be said for Treasure Cruise. However, Idyllic Tutor (and of course Enlightened Tutor) is the real MVP of the deck, since it can get our two most important pieces out of the deck: Astral Drift and Astral Slide. These enchantmens may seem underwhelming at first, but they have a myriad of applications: 1) Protecting our creatures, 2) fucking up our opponent's attacks, 3) blinking our creatures for value/ETB's, 4) removing blockers etc.

The deck's win condition isn't very clear, but we have a few avenues to victory. First of all, Approach of the Second Sun, which can win us the game VERY quickly. Be aware that this changes the whole dynamic of the game, since our opponents will know that drawing seven new cards is not a big deal for us.
Second option is pingers with Psychosis Crawler, Glint-Horn Buccaneer and Drannith Stinger. If you like, you can add cards like Niv-Mizzet, the Firemind, which came in the original precon. I've found big mana creature cards like that to be clunky at best, since we really wanna hold up mana for interaction.
Our third option is simply to swing in with tokens. This is by far the least reliable/powerful way for us to finish the game, but The Locust God can sometimes get us there with some good draw spells or A LOT of cycling.

The mana base is nothing special, since I haven't bothered upgrading it. That being said, an upgraded mana base would definitely smoothen the deck's performance, making it feel a bit less clunky.

Some noteable exclusions are Shabraz, the Skyshark and all of the various one-mana removal spells like Reality Shift, Pongify and Rapid Hybridization. Let's start with Shabraz: He fits in the same category as all of the Niv-Mizzets: Big and clunky, with little to no reward on it's own when cast. Sure, if Shabraz stick around, he WILL become a flying threat and gives us life at the same time... But at 5 mana, there has to be a bit more "oomf."
Now for the cheap removal. One or two mana spot removal is always good. Pongify and Rapid Hybridization are really good, as is Path to Exile. Unfortunately, our removal section is stacked with removal spells that also have cycling, which means that other spells just don't make the cut. Obviously, cards like Radiant's Judgment and Countervailing Winds aren't great, but I have to stress once again how important the critical mass of cycling cards is, which this is a perfect example of.

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This deck appears to be legal in EDH / Commander.

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