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Pretty simple mainboard, play panharmonicon, abuse the triggers, let burning sun's and combustible win you the game. I do feel like I need to explain 2 cards in particular that people might think are bad:
Rowdy Crew: This deck actually works with this guy. Sure sometimes he'll discard necessary lands or a pan, but most of the time he will net us cards while putting a rather large body on the board. With 2-3 pans out, he'll net us 3-4 cards while putting a scarily large creature on the board. Idk, feels like if any deck is going to play this guy, its a pan deck
Combustible gearhulk: People underestimate this card. Giving your opponent a choice is generally bad, but both choices for us are really good. We have an unusually large curve, so milling 3 cards to take face damage, on average, hits for 6-8 damage. This is just without a panharmonicon out. It's funny playing this with a pan out, your opponent being at 15 life and one hit killing them if they choose mill twice. And of course drawing 3 cards is busted on this card as well
Sideboard:
Against Control: Your opponent in my experience will shove their deck with all the 1 for 1 removal and counters in the world. So sideboard out arborbacks and rowdy crews for blossoming defense, prowling serpopard, nissa, and carnage tyrant.
Against Aggro: We do fairly well against aggro, but sideboarding out some combustibles for sweltering suns won't hurt
Against GPG: Sentinel totem and mangelhorn help against that. Sideboard out tishana wayfinder and sand strangler (dealing 3 damage to creatures is awkward against 4/4's. Even with pans out. burning sun's is a keep because it is also burn to the face)
Against midrange/combo: We have a favorable matchup but if we get buried under a great curve or a board full of planeswalkers, we could fall behind too far. In these matchups, make sure to keep hands with our early game explore cards and cards like sand strangler and wily goblin
Reasons for not playing white or scavenger grounds:
I REALLY wanted to play white with this deck. Sunscourge champion and veteran motorist in mainboard along with sideboard options of regal caracal (against control) and other white removal cards for sideboard would make this deck above amazing. However we are pretty taxed in the mana department already. Sand Strangler and burning sun's avatar are necessary removal cards in the deck so we need to make sure we hit 3 red mana by turn 6 on top of hitting a desert by turn 4. Cards like jadelight ranger require us to have 2 green mana sources on turn 3. All 3 of these cards are necessary in this deck in order to get it to work. (wily goblin, also 2 red mana sources by turn 2). Adding a 3rd color would be shooting ourselves in the foot. This is the same reason we don't play scavenger grounds. Sure it's a desert and it wouldn't require us to play sentinel totem in the sideboard, but it would be shooting ourselves in the foot in the mana department
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