The sideboard is heavily fortified against Draw-Go, with three Cursed Scrolls, Armageddon, Abeyance, and additional enchantment and artifact removal. The main deck is a nightmare for Sligh with so many en -Kor and creatures with protection from red. I added three Spirit Links to insure a victory against Sligh. Nightmare Survival decks would be a problem, and I made a metagame call to ignore them. It seems silly now, given the performance of the Nightmare deck, but at the time I thought if I took it into account, I would just be tuning against my friends and teammates.
Game play is similar to that for most weenie decks.
There are seven turn-one plays, and then different options on turn two depending on who you are playing against. Getting out a creature with protection from red or an en -Kor is the key against Sligh. Against Draw-Go, you need early shadow threats and an Empyrial Armor. Whenever you get a draw like that, you should dominate your opponent. Empyrial Armor is the great damage threat so you should always favor armoring a creature to playing more creatures, except in rare situations against Sligh.