Mono-Green Landfall wants to curve out small creatures and pump them with counters; Spell Snare and Get Out are weak since most of their threats either dodge mana value 2 or aren't worth a bounce/counter tempo play. Fire Magic's Fira mode (2 damage to each creature) kills Llanowar Elves and Sazh's Chocobo while it is still small, but Keen-Eyed Curator is a 3/3 and survives. It also leaves our own Hearth Elemental and bigger threats alive. Sunspine Lynx punishes their nonbasic lands (Fabled Passage, Escape Tunnel, Ba Sing Se) with direct damage on entry, and it shuts off their lifegain from Esper Origins. Be aware the entry damage hits us too, based on our own nonbasic lands. Keep the core draw-engine package intact since we win by assembling Hearth Elemental/Eddymurk Crab/Sunderflock faster than they can go wide.
Dimir Midrange's real threats are expensive (Kaito, Bane of Nightmares at 4, Enduring Curiosity at 4; Requiting Hex is cheap but not a target for these), so Disdainful Stroke is excellent against their four-drops. Annul is also live here: Enduring Curiosity is an enchantment creature, so Annul counters it cleanly and shuts off their card-advantage engine. Bring in both Disdainful Strokes and both Annuls. Spell Snare stays in the deck because plenty of their key cards sit at mana value 2 (Floodpits Drowner, Azure Beastbinder, Shoot the Sheriff, Bitter Triumph, We Say Thee Nay!). Get Out comes out as it's too passive against a grindy midrange deck, and Sleight of Hand is the weakest card-selection slot in a matchup where the new counters need the mana and slots. Prioritize resolving Hearth Elemental and Sunderflock: Sunderflock bounces back their Dream Beavers and other small non-Elemental creatures, while Hearth Elemental gives you a large body to outrace their card advantage engine.
BRG goes wide with cheap creatures like Gene Pollinator, Greedy Freebooter, and Rottenmouth Viper-enabling sacrifice pieces, so Fire Magic's Fira mode for {2} sweeps most of their early board for two mana. Sunspine Lynx punishes their nonbasic lands (Blooming Marsh, Overgrown Tomb, Starting Town, Blazemire Verge, Stomping Ground) with direct damage to the face on entry. Spell Snare has few profitable targets at mana value 2 and Get Out's bounce is too slow against a deck that rebuys value via sacrifice synergies, so both come out. Our plan is to control the early board with sweepers while assembling our own bigger Elemental payoffs to close out the game.
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