Core mechanics include morph , sacrifice synergies , and strategic removal that complement the decks theme of hidden threats
Obviously, if you have graveyard synergy, flashback, or cards you want to discard, the effect is all upside, but you don't have to go this far
From here, everything else must follow suit, always making sure to follow behind the General you started with
If you proliferate twice, you don't have to choose the same set of players and/or permanents to get additional counters each time
Play progresses over a number of rounds (called tricks), and in each round a player starts by playing a card of a particular value and suit
In designing this list I scoured the guilds for all the cards I might want to run in such a thing