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RB hyper-aggro; drop as many aggressive creatures as possible turns 1 and 2, try to BTE-chain into Mogis' Marauders and deal lethal damage by turn 4 or 5. Strip sweepers or removal from opponents' hands with thoughtseize or duress.
Mulligan down to 5 if you don't feel your hand is aggro enough.You must land a creature drop turns 1 and 2 minimum!An ideal curve consists of any t1 2-power drop, t2 spike jester, t3 BTE-chain into mogis' marauders, which can easily lead to a t-4/5 kill, though there are plenty of other ways to go about it. In case of a stall, tymaret and the hellhole flailers give you a bit of extra reach, and a t3-dropped flailer by itself can do 8 damage t4 if unblocked, then sac'd. Use thoughtseize before dropping a madcap skills to prevent a 2-for-1; post board, side in the duress' against any opponent packing lots of sweepers or removal. Against another aggro deck, drop some of the thoughtseize in favour of extra seismic stomps; nobody sees them coming and they can let you swing for lethal in a surprising way. Board in the lifebane zombies' against b/w midrange to eliminate blood baron or ghost dad (they can also really help against g/w aggro as our creatures are a bit weaker, but the evasion from mogis' marauders & seismic stomp can make up for this).I'm currently running magma jet to allow a bit of draw fixing, as the deck lacks any means of gaining card advantage, but I'm not stuck on them. It's possibipgpphle that there are either better burn options (shock or lightning strike?) or maybe running mutavault might be a better option, or a few different combat tricks (dynacharge? titan's strength?) Also not completely set on the exact quantity of madcap skills, 1-drop creatures, flailers or tymarets, but I think the deck is really quite strong and with a bit of work can be a contender.
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