Stay tuned for more in-depth analysis once these cards hit competitive play
Sapphire Medallion can be particularly strong in multiples, building towards a Capsize-lock endgame (bouncing two or more lands a turn on their end step to keep forward progress going without risking anything)
The rub here is you have to pay that life, so you'd need a way to keep the storm going to protect yourself
However, unlike most of the other decks in the list, it can play a long game with varied approaches: a control game with counterspells and Memnarch, a Prison game with Winter Orb and Icy Manipulator, or a beatdown game with Magister Sphinx and Lightning Greaves ("35 to to you, go!")
Its probably the format Id avoid in terms of getting profit since it's very hard to get six or more wins every time
Fast lands tend to be great filler lands to bolster an otherwise fetch land-centric mana base, especially for more aggressive decks