Whether these decks utilize heavy amounts of mana ramp, landfall effects, or even land-based graveyard synergies, these decks put their lands in the forefront of their game plan
This is usually enough damage for game: just 2 2/2 creatures plus Craterhoof Behemoth (haste, remember) already adds up to 18 trample damage enough to finish off a slightly-damaged opponent
The way I learned to play is currently known as Standard
Circle of Protection: Red (T1, Ext, S, Block) The highest-ranking color hoser on this list -- and the most enduring of all
Tap two untapped creatures you control: Until end of turn, this Vehicle becomes a copy of the exiled card, except its a Vehicle artifact in addition to its other types
One option is you could simply go smash with all the Illusions your making in which case, prioritise getting the anthems like Vanquisher's Banner and Lord of the Unreal out