The deck wants to abuse the combo with Flameblade Adept or Cunning Survivor where you cast Collective Defiance / Fateful Showdown to remove a creature then swing in for 6+ damage with the built in evasion on those creatures. Additionally, when my opponents tap out, one can shoot Fateful Showdown at the opponent's face to hit for ~12 damage in one turn and win the game.
Obviously, this requires a plethora support and this deck aims to supply it:
We're running a suite of draw-related spells.
Fevered Visions is a must, Cartouche of Knowledge and Jori En, Ruin Diver. Ruin diver is good because we're typically playing more than one spell per turn after we get a few lands on the board. Fevered Visions doubles as a burn spell which deals 6+ damage over the course of most games and decimates control. Cartouche of Knowledge is an evasion spell that lets our
Hollow One
s fly over enemy boards as a difficult to kill 5/5. Cartouche is also excellent as support for our Flameblade Adepts which may not otherwise be able to get in for damage in the late game.
Two of our 3 activators (Collective Defiance / Fateful Showdown) double as removal and burn spells to give the deck additional reach.
Hollow One
can be drawn into after discarding our hand and played as a free 4/4 which can be cycled if it's clogging up our hand.
One could upgrade this deck with a The Locust God or Spirebluff Canal. In testing, I've actually found the canals to be mandatory in playing on curve early.
But if you don't pick up canals, the deck is $19 on TCG Player.
I would really appreciate it if anyone could give me suggestions on how to make this deck more consistent or faster.