DESCRIPTION
This build of the deck is still control, but leans quite a bit toward beatdown. It still has some problems with aggro, but does nicely vs other control. Fetters, Tendrils, Hunters, and to lesser extent, Ghost Council can keep the deck afloat through an early rush. Accel via the Signets and Hearts helps to bring out the big guns asap. Not much of a sideboard at the moment, any comments would be appreciated. (Deck is relatively budget and cards in main and board are all on-hand, not necessarily optimal)