Not getting shot down in the opening turns will undoubtedly be the most difficult segment of the match, for a few reasons.
•We aren’t in colors traditionally equipped to handle Tempo/Control, so countermeasures are sparse.
•We aren’t set up to soft lock our opponent and are weak against the same tactic.
•We aren’t fast enough to overwhelm the opponent; aggro is out of the question.
If we are to survive, a carefully curated toolbox is imperative. Using the Swiss Army knife approach, we’ll be relying on spells that buy time, remove threats and help accelerate things on our end in hopes of seeing our strategy come to fruition.
Buying Time
•Fog puts a damper on attack happy aggro decks; even those slippery Bogles bearing enchantments stacked a mile high with will start spinning their wheels.
•Lightning Bolt makes short work of the bulk of what we can usually expect Turns 1-3, and is particularly potent in slowing down aggro/ramp builds that try to maximize mana production early.
The Hunt Is On
•Cathartic Reunion is here as a safeguard to ensure we have what we need when we’re finally able to play it. We need to see 2-3 key cards per game, and this spell lets us dig for them if luck of the draw is not on our side.
•Fierce Empath likewise tutors up one of our finishers directly to our hand, so we have it at the ready when we commence our attack run.
Ramp
•Ignoble Hierarch will die if you look at him funny, but is great at early game mana fixing and boasts a sneaky little secret: Exalted will trigger when our little piggy is declared as an attacker, regardless of whatever may join him from our hand.
•Goblin Anarchomancer is sort of reverse ramp in that he doesn’t add mana but rather reduces the cost of any / spells we cast by . Sticking a Turn 2 goblin has great benefits, and keep in mind they stack; it’ll reduce the cost of Rhythm of the Wild, Fierce Empath and Ilharg, the Raze-Boar—all of which we want to play on successive turns. This creature can also turn pinch-hitters like our draw spells into far more efficient plays.
•Manamorphose smooths out any potential rough spots in our mana curve, replaces itself with a draw and really shines when the card mentioned above reduces its cost to just .
•Atarka's Command can really even the playing field and boasts value in both stages of the game, pre- and post-combo. Choose to drop an extra land Turns 2-3 and bolster our defenses with +1/+1 for each creature, or select the first two options toward the latter half of the game to help bring the curtain down.