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Focus around counters. staple cards include soul-scare mage, hapatra, nest of scarabs. these all have counter synergy. soul scar enables burn cards to become counters. hapatra creates tokens when counters are placed. nest of scarabs creates tokens after counters placed.
Burn cards are solely focused on red. no destroy creature cards due to soul-scar mage ability. We want the burn cards to become counters and create tokens.
Walking ballista is icing on the cake due to counter synergy with burn ability.
Vehicles should be a non issue with the amount of burn and the use of "by force." Release the gremlin in sideboard to use as a late game artifact removal with token production.
Draw cards consist of Vampiric Rites and Ob Nixilis. Vampiric Rites is now a solid card due to low mana cost and ability to sack weak creature tokens for card draw. Also provides life.
Mana ramp and stabilization come from Aether Hub, Channeler Initiate, and various multi colored land. Playing 24 land should not be an issue due to low mana curve, Channeler mana rap, Aether Hub.
End game comes from high amount of tokens, too much firepower, Ob, or walking ballista. If end game is not sufficient, replace by force with Release the Gremlins. Also, sideboard Second Harvest into play with Anointed Procession.
Sideboard is designed to handle enchantments and artifacts. Magma Spray should be sideboard in if playing Mardu Vehicles with Scrapheap Scrounger. If having difficulty with planeswallkers, sideboard Never//Return.
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