How The Deck Works
- Control
- Wilderness Reclamation
- Evasion
- Beat Down
- Sideboarding
Control
With the use of spells like Negate(Control Cards) and Seal Away(Prison Cards) you will be able to take control of the first initial turns and can extend to later rounds when using Seal away at key moments denying the enemy of damaging you.
Wilderness Reclamation
Dropping a Wilderness Reclamation turn 4 without any problem is your best possible start to any match. You'll be able to play counter magic, evasion, and prison cards without having to worry about keeping mana open before you end your turn.
Evasion
The use of Dive Down and other Control cards will be your "Evasion" to protect your win conditions such as Lyra, Nezahal, Azor, and Zetalpa. It's vital that you use your Evasion cards to keep your win conditions alive. You could also use Blink of an eye for evasion against non targeting removal(board wipes[Kaya's Wrath])
Beat Down
This one is pretty self explanatory. Keep your win conditions alive long enough to beat the enemy down. Very key that you know how to use your evasion and counter magic cards to keep your win conditions alive long enough to win.
Sideboarding
Control - If your opponent is playing a very heavy control deck, counter it with adding almost all of your extra control cards besides Essence Scatter. Make sure that if the opponent is lacking creatures, drop all Seal Aways from the mainboard. Also make sure to mainboard Nezahal against all control match-ups, Nezahal cannot be countered.
Aggro - If your opponent is mainboarding creatures that don't have much interactions make sure to drop all of your Hieromancer's Cages for Luminous Bonds. It has a cheaper CMC and does pretty much the same thing if the card is un-interactive. Mainboard all Essence Scatters and drop the Negates. Main Quench if they are running other non-creature cards. Nezahal shoulden't really be main-boarded in this case.
Midrange - Midrange decks cannot be predicted(So many different types) but i'd suggest keeping an even amount of counter magic cards for creatures and non-creatures. Quenches are always good, but will rapidly loose value in the later turns.