Oona's Gatewarden, Twinblade Slasher, Necropede - These cards were included because earlier renditions of the deck were very top-heavy on the mana curve. As a result, the deck performed poorly in the early game and often died before it had a chance to do anything. This is merely some form of early game defense, plus giving me the ability to distribute some -1/-1 counters.
Devoted Druid & Plague Myr - These may serve the purpose of early blocker (especially since one has infect), though these are really included as mana accelerators and potential combo pieces.
Black Sun's Zenith - This does a lot of heavy lifting for the deck. It can clear out blockers, and even kill my own creatures (most of which triggers the token creators, re-establishing my board). When I get a Quillspike + Devoted Druid, they can effectively make both infinite mana and infinite power/toughness, so I can also use this to clear the board of blockers before I attack.
Card Draw and Enchantment/Artifact Removal:
As the decks I make are casual and do not have sideboards, any deck tries to conform to two stipulations: it must be able to deal with artifacts/enchantments (preferably at least two cards) and it should also have some element of card draw. Both of these features should attempt to stay on theme whenever possible.
Dusk Urchins - This particular card fulfills the card draw component. It stays on theme because it gives me a blocker, plus it also gives me a way that I can force a -1/-1 counter to be placed, thereby triggering the effects of Hapatra, Flourishing Defenses, or Nest of Scarabs.
Wickerbough Elder As above, but this fulfills the enchantment/artifact component. Included because of it's use of -1/-1 counters.
Win conditions generally consist of going wide (potentially infinite) with one or more of the combos:
Quillspike + Devoted Druid - Makes for an infinitely large beast, but it doesn't have trample or evasion, so you'll first need to clear some sort of path. Most likely this involves -1/-1 counters
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