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Use secrets and early spell generation to survive to big elemental payoffs in the mid-late game.
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Because i felt that the secret stuff may be too slow.. there are only a handful of reliably useful secrets in my opinion so i only put 6 in the deck. and there are already 4 tudor effects to play them at zero cost (and thin the deck). Overloading the deck with secret synergies seemed kind of pointless (flameward and flackmage do the similar things, though one is easy to play around i agree). I originally had that other stuff in, but decided that the payoff for having more elemental synergies might be worth it. It's a day one guess, and it will definitely change :)
Curious as to why you chose not to include some of the better secret pay-off cards like Arcane Flakmage, Kirin Tor Mage, Game Master and Occult Conjurer. I also think you could make a clearer decision as to whether you're a more tempo-based deck, with the Mana Cyclone shell and secrets like Netherwind Portal, or a more control-oriented list with secrets like Ice Barrier. I think either could work, but in its current form this decklist seems to awkwardly float in the middle, not really succeeding at either goal.
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