Okay, 3rd take. Took the easy route and decided to run the enforcer package, but like... it's really good. Celestial to refill your hand after you set 4 pass and summoning heavenly prison off of dasher is fun. The final important thing is I put in the "double or nothing" otk because it was the best finishing punch move I could think of and Alert lets you summon it consistently on the swing-back turn. Final note, I want to make is that you could easily replace the strikes with more handtraps. (I still hate Diplos but he sets up alert in the grave so I should probably run 3 of him)
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