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Its complicated..... the main idea is to get evershrike in the yard and return with auras for the win. The main way to get him in the yard is to exile it with a shoal (and search up the aura with Tallowisp), and use pull from eternity. There is a fair bit of removal here to keep the opponent at bay, even when you have no mana available - meanwhile Spiritdancer with auras on can be an alternative threat. A few sneaky plays: - Always choose to play second, you might get the gemstone caverns advantage, or alternatively if you play a basic land turn 1, then a borderpost you can discard evershrike, allowing a turn 3 return with one of the auras. - Exile a card from opponents hand with sculler. If they target sculler with removal you can pull from eternity their exiled card so they don't get it back - this has caused a few funny moments if the opponent is assuming they will get their card back : ) - Vanish into memory an opponents creature then draw a bunch of cards - you can either play your free spells before you have to discard, or pull from eternity their creature so he doesn't come back and you don;t have to discard. (This can also be used to discard evershrike) - If you get to the late game you can always hardcast an evershrike to find an aura with tallowisp to attach for the next turn swing. - Spirit loop can't be searched for with Tallowisp but is still a fun singleton for recurring evershrike - Evershirke with hyena umbra is hard to get rid of for the opponent, 5/5 first strike flyer with an extra life, and can come back from the graveyard or even from exile!
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