Main play revolves around gain and drain using
Drana's Emissary
,
Kalastria Healer
and/or Zulaport Cutthroat, everything else works around that. From what I've played, it seems I can cut life in half in the early game. By midgame, with at least one
Kalastria Healer
and a few other allies, let the opponent swing, block, and cast Eerie Interlude. All targets become invalid and upon reentry I drain/gain multiplied by the number of Healers I have. Or cast Languish with at least 2 Zulaports out for a chunk of damage, especially if I can Secure the Wastes first. Hopefully that'll either end it or bring it low enough to finish with a swing or
Drana's Emissary
's effect.
Biggest problem I was having was an empty hand, an opponent at 5+ life and a wall of creatures ahead of me. The answer was Vampiric Rites and
Stone Haven Outfitter
. Sac'ing my own creatures to trigger Zulaport and get card draw, better yet if its equipped and stonehaven is out I draw double. Its improved my tempo and long game a lot.
Not top deck by far, but it holds its own at FNM and is very fun, plus super powerful in 2HG games.
61 cards as I've lost a few games against Mill I would have won if I hadn't drawn out, and now I've won a few games on my last draw. (Mill is apparently popular in my area).
Only have a bit of the Sideboard figured out.
Sorin, Grim Nemesis
is for lengthy games or 2HG.
Felidar Cub
answers Tainted Remedy or other enchantment issues.
Orbs of Warding answers burn and mil decks.
Immolating Glare
saves me against aggro.
Mighty Leap
helps against flying decks.
Ruinous Path helps against Planeswalker decks.
Some of the best plays I've had to date-
Opponent was at 9, I had 2 zulaports, a healer and a stonehaven equipped with captains claws, opponent had just buffed his smaller guys into 4/4+, had at least 4 untapped and game was just turning in his favor. I swung all, opponent blocked 3 creatures + the spawned ally (letting one zulaport through). 1 direct from the spawned Ally/Healer trigger, 1 combat damage with zulaport, 4 dead creatures = 8 direct damage. Opponent was very confused that he had lost, did not see all the triggers coming.
Another game, opening hand, had 3 land,
Stone Haven Outfitter
, Captain's Claws, Foul-Tongue Shriek and a
Drana's Emissary
. Opponent must have had some high cost BS. T1 plains. T2 Swamp & stonehaven. T3 kilos & captains - equip - swing for 4/3 + 1 ally (20 to 15). They played Nissa. T4 swamp, Drana, swing 4/3 +1 +1 (20 to 9, Idk why she didnt block). They played Gideon, dropped a 2/2. T5, Drana activated (20 to 8), I swung all (4/3 + 2 +1 +1 +1) and used Foul Tongue. Tongue hit for 5, they blocked the 4/3 and a 1/1, 4 damage went through for game. Opponent was flustered at the T5 win.
Another favorite is when they have 10+ life, both boards are loaded and they feel safe. They swing hard against my little creatures, I block all, play Eerie, hit direct for 4+ damage when my stuff comes back, then swing all next turn against there tapped field and end game.