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While the main idea of the deck is to play to late game and win with a massive Expansion//Explosion, the deck is actually quite good at killing with the Crackling Drakes as well. The alternate win condition is, of course, Ral's ultimate, but in testing on Arena I've never gotten to the point where I killed someone. They keep resigning when they run out of cards and Ral/Teferi/Both are on the field.
Card Choices:
Opt - Standard card filter/draw for early/mid game to set your counters up
Shivan Fire: A good one-of for removing larger threads mid/late game and smaller threats early game.
Shock: Small Threat/Anti-Llanowar Elves
Blink of an Eye: Severely underrated card that does wonders in returning resolved threats to hand so you can counter it the following turn. Also can draw you a card, and I do love drawing cards.
Essence Scatter : Counter #1 in our counter-suite. Does really good work against midrange, almost serving as a time walk.
Radical Idea: While two mana for one card is standard, having this in your graveyard means you can exchange any land/situational in hand for a new card for that same 2 mana. Jump-start is quite the all-star
Lightning Strike: Early game removal/midgame burn
Response//Resurgence: While I understand that I have only used Resurgence once, I recognize its utility. Response, on the other hand, is useful as removal for larger creatures (Like Lyra) as well.
Sinister Sabotage: Counter #2 in the counter suite. the surveil also allows us to align our draws with what we need.
Ionize: Counter #3 and the overlap with our burn suite.
Chemister's Insight: While not as powerful as Glimmer of Genius imp, it still goes 4 cards deep, despite requiring you to discard one of those four (whereas Glimmer required you to potentially get rid of two of them). That Jump-Start is, again, an all-star.
Crackling Drake: Doubles as a threat/blocker and a game finisher, not to mention a very good creature to use Resurgence with.
Teferi: Simply the best control card in standard at the moment.
Ral: Also an amazing control card and one of our wincons (his emblem is simply ridiculous).
Notes:
1) The duals are all taplands because this deck was built in Arena,where I used my rare wildcards to construct the meat of the deck instead of the new dual lands. As I gain more wildcards I intend to kit it out properly. In paper I already have the duals I need to use.
2) I haven't found a suitable solution for Carnage Tyrant aside from having a Really Huge drake on the field. Suggestions for sideboard are welcome.
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