While we do sometimes just run our opponents over with a fast aggro start, a lot of times, we get off to a fast start, our opponent stabilizes, and we are left trying to figure out how to push through the last points of damage
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Acorn Catapult Acorn Harvest Acornelia, Fashionable Filcher Animal Friend Cache Grab Camellia, the Seedmiser Chatter of the Squirrel Chatterfang, Squirrel General Chatterstorm Chittering Doom Chitterspitter Cloakwood Hermit Comet, Stellar Pup Deep Forest Hermit Deranged Hermit Drey Keeper Druid's Call Earl of Squirrel Form of the Squirrel Hazel of the Rootbloom Honored Dreyleader Liege of the Hollows Mistakes Were Made Mudflat Village Nantuko Shrine Nested Shambler Nut Collector Oakhollow Village Ravenous Squirrel Rootcast Apprenticeship Scurry Oak Snickering Squirrel Specimen Collector Squirrel Dealer Squirrel Farm Squirrel Mob Squirrel Nest Squirrel Sanctuary Squirrel Squatters Squirrel Stack Squirrel Stack Squirrel Stack Squirrel Stack Squirrel Stack Squirrel Stack Squirrel Wrangler Steel Squirrel Swarmyard Swarmyard Massacre Sword of the Squeak The Odd Acorn Gang The Unbeatable Squirrel Girl Thornvault Forager Trendy Circus Pirate Underworld Hermit Valley Mightcaller Vedalken Squirrel-Whacker Verdant Command Wrenn and One (playtest)

Flying Whenever you draw a card, if you're the monarch, target opponent loses 2 life
Others lean into lifegain, hatebears, or heavy board control
The entire above argument essentially boils down not to any alarming conclusion, but rather to a simple "it doesn't really change anything at a core level"