Hands to Keep I think it is important to view the deck in four components enablers (eight in total Entomb and Faithless Looting with eight creatures to discard), reanimation spells (twelve in total Reanimate, Animate Dead and Exhume), disruption (ten in total Thoughtseize, Unmask and Grief) and mana (twenty-two in total Lotus Petal, Dark Ritual and fourteen lands) The ideal hand in pre-board games is one that has a route to the combo (Entomb or Faithless Looting plus Creature, and a reanimation spell), a disruption spell (Thoughtseize, Unmask or Grief) and enough mana to make it all happen
Having that extra count of storm changes is from 10 to 5, which is significantly more doable
Poor labeling will likely cause unpleasant disruptions, even slips and mistakes caused by accidental confusion
Printers often use an extra black plate specifically for rules text and borders, which helps with print quality and sharp text
Slaying Mantis I declare Slaying Mantis
Give no quarteronly elephants