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Attrition Land Control, play fast or you time out. This deck was built on a budget to deal with a heavy creature meta.
Lands: Aether Hub is great fixing especially with Live Fast. Courtyards and Sanctuary are basic fixers while Evolving Wilds gives us Landfall triggers which makes it the tied for best land along with Shambling Vent. Evolving Wilds can give you emergency blockers and win you the game with anthems off Emeria; in addition, it is probably our only reliable way to trigger revolt. Shambling Vent wins games, but be careful for it dies to removal like Push and Grasp.
Removal: The meat of the deck. Push is just great. Immolating Glare is too good, it deals with big non- indestructible threats and anything early game. Die Young is really good early in the game, and if you Live Fast, it becomes a less mana intensive Grasp or better. Ruinous Path could probably be replaced by Anguished Unmaking, probably will. Cast Out answers anything, even planeswalkers. It is supposed to have the upside of cycling, but I myself never cycled it. It is just that good of a catch-all removal. 5 wipes, 1 Fumigate, 4 Planar Outburst. This was a budgetary choice, so maybe an inverse ratio would be better, but I would not run less than 5 boardwipes, they are very crucial. Worth noting, Awaken on Outburst won me games. Unless you can get better win conditions, I wouldn't switch the ratios.
Card Draw: Live Fast is dangerous, but you MUST hit all your land drops. The 2 life might matter, though it is often 4 life lost to it. On the other hand, the energy is really valuable when it comes up. It is possible to get rid of the gods by Living Fast and Dying Young. Filigree Familiar is the 5th Live Fast. It has the upside of gaining 2 life, which is considerable, blocking if it isn't removed, and giving you a card when it does.
Winning: The Retreats are win conditions. If you stick 2 Hagras, you almost can't loose. Just. Drain. Them. Keep drawing till you find your multiples, there is plenty of removal to stall anyways. Retreat to Emeria was supposed to be a second win condition, and though it can get damage and might win you a game (as it did for me), it turned out to be a way to block until you draw Hagra or Ob. Finally Ob. He does everything you want in the deck. Card draw is great, life is irrelevant most of the time. He helps you dig very far. -3 in case you are short in answers which makes him really good in the deck. Finally the ultimate is your 3rd win condition if you pull it off, which isn't horribly hard to do. Dies to removal though.
Sideboard: This deck is dead against Ux control. They counter your enchantments, you are screwed. Almost the whole sideboard is hand attack and keeping counters away. The reason I made this deck is because I knew there would be very little Ux control in my meta. Fragmentize is versatile as is Tendrils.
Overall: Works in the right meta once, probably. Did well for me and I really enjoyed playing the deck, but I won't take it again because I expect Side enchantment hate. Lots of fun for certain pilots. If you have money, take out the Retreats and put in 2 Gideon Ally of Zendikar and 4 Liliana the Last Hope. I would, but I am a budget oriented player. Have fun!
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