Heres an outline: 5-8 removal spells 4-6 card draw spells (including flashback cards) 4-6 payoffs (Sahagin, Shantotto, etc.) 2-3 other creatures (Wyvern, Ice Flan, etc.) 17 lands The deck is fairly simple to put together, and really doesnt want much outside of removal, card draw, and payoffs
But the pools of artifact and enchantment support cards are so deep that you dont really need a particular reason to piggyback some prowess cards on top of them if you simply decide thats the direction youd like to take the deck
For cards to make an impact, they will either need to bring something new to the table or just be an all-around powerful card
Obviously, it requires an opponent to be at exactly 10 life, if they go down to 9 or gain just 1 to 11, it can't be played
I'm also wondering if there's any way to take advantage of the colorless mana generation, perhaps by naming a basic land
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