None of the important pieces of our deck have any form of built in evasion or protection whatsoever, so we will need to rely on additional spells to compensate.
•Thoughtseize is go to preemptive removal. Pick away anything that will throw a wrench in our plans, including (but not limited to) Illness in the Ranks and any Rest in Peace type cards. An ounce of prevention is worth £1 of cure…
•Fatal Push owns the early game and forestalls much of what may otherwise make things very difficult later on.
•Fracture is included for versatility; we won’t have much issue casting it and it will hit most of what will hurt us the worst should we miss with Thoughtseize.
•Light of Hope is, again, very versatile for those situationally dependent plays.
•Intangible Virtue is here primarily to combat mass damage/negative counters. Pulling a zillion tokens from the ether doesn’t do much good when they’re all 2/2 and can be wiped relatively easily. Bolstering them with an additional +1/+1 or +2/+2, etc. (they stack…) gives us some breathing room.
•Surge of Salvation is our ace in the hole. Mass produce a bunch of fodder and Presto! An untouchable army ready to run roughshod over your opponent at the next available opportunity.
•The Meathook Massacre comes suggested courtesy of legendofa and fits great thematically. Ssh, do you hear that? If you listen very carefully you can hear the Halo announcer declare ”Overkill. Killtacular! KILLTROCITY!!”. Kind of funny to amass an army only to have them never need to attack because the opponent is already dead.
When your opponent begins casting spells which threaten our key cards, Unmake them, and save them from the hell of living!