

Cry about how you have a great turn one play but not enough land to keep it. Look very disappointed at your seven land hand. Going under 6 cards immediately makes you appear as less of a threat than your opponents (assuming this is the first time they have seen this deck.) Use that to your advantage. But that's not the only benefit of mulligans. Go for a hand with 2-3 non basics because they will likely knock a few turns off of casting your commander. Remember, you will hit your land drops, don't keep an all basic hand. You have token lands, but don't depend on that. This leaves you open to attack, and with no removal to speak of, you are open to your opponents' attacks as well. In an ideal game, you cast your commander on turn 5 and win that turn out of nowhere, but odds are you are putting nothing on board until that point. You see, while the deck has a very linear strategy of using one of the most basic infinite combos in all of magic, there is a lot of politics involved in getting yourself to survive the whole game. "But u/mastermthu, how can there be a strategy? I just cast my commander and win the game with ] and ] infinite combo right?" WRONG. You have an instant speed removal heavy meta. You don't like getting focused by the table the second they see which deck you're playing You enjoy telling long jokes with anticlimactic punchlines that leave you in stitches while no one else laughs. You frequently complain about the ] banning Come with me on a journey of consistent combo, where you will always threaten to win the game early, and your combo can only be disrupted by the slightest gust of wind.

Are you sick of losing to your opponents' two card combos? Do you hate watching the storm player play solitaire for 20 minutes only to cast Tendrils after you've fallen asleep? Do you defend ] as a card even when all of your combo friends tell you it's a horrible card? Look no further, friend.
