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1. Aggro with attempt to get mundo and ride the wind on turn 5 2. if you have to use tideturner on turn 1 then do so to keep aggro and get early points, if not save it to use later to get a hold then attack with mundo. ex: hold a battefield with mundo, tidetuner to base, switch with mundo, then exhaust mundo to attack second battefield. you can also do this same thing with ride the wind instead of tideturner. this isn't a midrange toy with your opponent deck, this is a rush to get mundo with enough cards in graveyard that they can't answer when he hits the battlefield. Obviously a spell that kills a unit is this decks worst enemy or a defy that can cancel ride the wind is pretty bad too lol





















































