Robb's deck attempted to blitz Nass out of the game, but by virtue of having the play in the opening game and a hand with just enough sweepers to hold down the fort, Nass fell into what would become the familiar pattern: Robb plays a small threat, and Nass gives a mana-efficient answers a turn or two later while developing his own game plan with Those plays offered only small windows for Robb to try and punch through, and it was only in the second game that he managed to put together a lethal attack
Creating Clues while you spellsling ensures that you have gas in the late game, and some of these tokens can become 3/1 fliers for a turn
Their only ability lets you exile a card from your graveyard to discover for X, with X equalling the mana value of that card
Tribal/Kindred is a weird type
Green is actually a bit underwhelming in Tarkir: Dragonstorm when it comes to uncommons
Avoiding blockers is key to dealing as much damage with Lightning herself as possible, especially when she has Double Strike