That flood of cards finds protection, tutors, fast mana, or another reanimation spell to keep the chain going
It involves the various dual lands that fail to help provide colour on turn one, the increasing overall power level of things, the increased value of one drops and of tempo in general and the increase of dual lands that require other specific land types
Ill go ahead and reveal here that I feel this deck effectively won the set by virtue of doing something so interesting and needed in boosting an underloved color
Fewer fetchlands and shocklands also mean more basic lands for U/W Spirits, which, besides less damage taken, also means its naturally going to be better against Blood Moon, always a problematic card against nonred three-color decks
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