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An army of indestructible Darksteel creatures. The only weakness is that most of these creatures are high mana cost. So the specialized lands and early creature removal are there to keep you from getting behind early. Once you start getting creatures out, you're good. Then, of course, the mass destruction cards come in to clear the board on the other side and finish the game.
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The mana curve here is pretty heavy, and 8 of the 20 land you have come into play tapped. This deck seems like it would be very slow to get moving because of that, and leave you vulnerable the first few turns (if not several). I would suggest maybe switching out those lands to lands that won't make you wait to use them, or maybe switching out the darksteel myr to ones that you can tap for mana gain. (I know that would mess with your darksteel theme a little though :P) Anyway, I like it!
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