DESCRIPTION
Sometimes it is a good idea to go back to the basic fundamentals of Magic, get a lot of mana fast and play massive things quick. This deck does that consistently enough and even offers opportunities for fast card draw to keep up the pressure and some lifegain to offset The Scarab God.
The key cards to have in the opening hand are at least 2 or 3 Forest, 1 Druid of the Cowl or Drover of the Mighty, and from there you'll draw into the rest of the deck setting up a pretty reliable front line defense until the deck hits it going nuts phase which seems to start on average around turn 6.
It'll be a walk in that Park.