E · Optimization & Practice · §16
The mistakes that lose games with this deck, in the order they cost the most.
The most common and the most expensive. It costs a prowess trigger and a Flurry step every turn it is held, and it pays off only against damage-based removal, which is a minority of what the field plays.
is reach. Every copy spent on a creature that was not going to block the relevant attacker is three damage removed from the clock.
A turn with a Cutter in play and one spell cast is a turn the engine did nothing. Count the second spell before casting the first.
The losing shape. If their life total has not moved in two turns, the plan has already failed and the cards in hand are not going to fix it.