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The primary goal on g1 is to flood the board with your bigger creatures (atog, foundry inspector, Myr enforcer) and use myr retrievers to either find more cards or burn away blockers. Ashnod's altar is by far the weakest card in the deck, as it's the only card that doesn't really have multiple purposes. However, the infinite combo kill is strong enough, and provides you an out against decks that lock you out of combat or are removal heavy, that it's entirely worth keeping in the mainboard.
Sideboard advice:
I expect this deck to struggle against faster decks like bogles, stompy, and burn. So I've included some specific hate for those matchups in fade away for go wide strategies like stompy, impassioned orator for burn (and stompy), and leave no trace for bogles.
Light of Hope is a phenomenally flexible option. You can use it to save a cost reducer from Fiery Cannonade, You can use it to buy a turn against burn, or take out a key enchantment against a deck like bogles or monarch.
For games where you absolutely need to combo out, you can side out all the myr enforcers, and bring in the 4th copy of makeshift munitions (also good for fighting elves and faeries) and the 2 faithless looting and the 3rd workshop assistant.
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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