But the cards Nomura highlighted show how Wizards artists often took a different approach

That led me to the following deck: Generals & Signature Spells: Chandra, Awakened Inferno + Tempt with Vengeance & Nissa, Vital Force + Animists Awakening Creatures: Avenger of Zendikar, Bane of Progress, Brighthearth Banneret, Cloudthresher, Fertilid, Flamekin Harbinger, Forgotten Ancient, Incandescent Soulstoke, Ingot Chewer, Lotus Cobra, Omnath, Locus of Rage, Rakka Mar, Scampering Scorcher, Titania, Protector of Argoth, Wilderness Elemental, Zendikar Incarnate Land: 5 Forest, 5 Mountain, Cinder Glade, Flamekin Village, Forgotten Cave, Game Trail, Ghost Town, Gruul Guildgate, Gruul Turf, Kessig Wolf Run, Mosswort Bridge, Raging Ravine, Rootbound Crag, Rugged Highlands, Sheltered Thicket, Skarrg, the Rage Pits, Stomping Ground, Temple of Abandon, Timber Gorge, Tranquil Thicket Enchantments: Elemental Bond, Perilous Forays, Zendikars Roil Sorceries: Devastating Summons, Pirs Whim, Rampant Growth, Shamanic Revelation, By Force Planeswalker: Chandra, Flamecaller, Nissa, Worldwaker Artifact: Gruul Signet Instant: Natures Claim Chandra, Awakened Inferno was a pretty easy choice here

Seven-mana 4/4 fliers are great in a slow, removal-heavy deck that needs a way to eventually win
This is a skill I have far in excess of the average Mythic Arena player, so not exploiting it is just leaving potential value on the table
On a plane as scary as Innistrad, sometimes what you really need is a friend
Gallia of the Endless Dance Satyrs are kind of unanimously terrible, but they have a good leader in Gallia of the Endless Dance