Are you tired of waiting for 6 lands to play your cards?
Side start is lame for you?
You get bad starting hands every time?
Not with this deck. You literally always have a playable hand, allthough it might be illusionist+cannoneer in cases of severe lowroll.
Anyway, how does this deck work?
First, the curve of the deck is 2.7 If we manage to not draw into champion, trooper, war machine or recruiter our curve is even lower at 1.6666. In most of my games I was floating comfortably 2-3 faeria, even while drawing a card every turn, due to double and triple collections. This inherently means that husk players CRY trying to get us to 4 cards.
Second, Where is the value? - You play the rakoan package. Anyone familiar with the game will assure you that illusionist and cannoneer on 1/1 tokens are op. But not only that. We also play imperial trooper to force our opponent into trades (or else take his land) as well as airbot to get some cheeky double collections on the opposite side and demon wrangler, yet another way we can convert our 1/1 tokens into valueable 5/2 creatures. Rakoan champion will amost always be at least a 5/5 (and this is playable!), in ideal spots you can even play him as 8/8 or 9/9.
So how do we play this deck?
The mulligan tries to find cards that are playable together. So if you have a war machine in the mulligan and you decide that's the card you want to base your first 3 turns around, then you should look to mulligan all the cards that dont share a single colour with your war machine. You dont have to worry of drawing into completely dead cards, as even the rakoan champion can be played as a 5/5.
Unless your opponent is already rushing you, you should start with a forward land and then decide a side to build and push towards. the colour of the lands that you place depend highly on the cards you have in hand. Once you have 3 coloured lands (and windgate or a wild creature in hand) you should look to make a double neutral towards your opponent and try to flood his lands with wind gate + rakoan swarm on top of him, or just simply do a trade and play a trooper to force a response from him. After the double neutral we just place the last missing coloured land and use the +1f or the draw options every turn.