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Strategy 1: The ideal opening move is to drop an island and play Delver of Secrets on turn one. Turn two, if the card you draw is not an instant or sorcery, it's best to play Brainstorm or Ponder if you have one- that way, you can set yourself up to draw/look-at-during-your-upkeep an instant or sorcery next turn (assuming you have an instant or sorcery in your hand after you draw three cards), reveal it, and transform Delver of Secrets into a 3/2 flier. The rest of the game depends on what else you draw, but if you get that 3/2 flier out by turn two, you can pretty quickly and easily whittle your opponent's life down, unless they are playing a flier-heavy deck or have a lot of burn spells (or maybe an Arrest or two).Strategy 2: Drop a Kiln Fiend by turn two or three, then use burn spells, Brainstorm, and Ponder (to get more burn spells in to your hand) to wipe out any of your opponents creatures and pump Kiln Fiend up (it gets +3/+0 until end of turn for each instant or sorcery played that turn). Optimally, you can swing for 10 on turn three.I find it useful, regardless of which strategy you use (but especially Strategy 2), to get a Guttersnipe or two out so that all of those instants and sorceries you use cause 2 damage to your opponents, in addition to pumping Kiln Fiend up and/or burning your opponent's life points away.
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