GR3s improved deck relies on Fossil Magmar for quick, one-energy 20 damage output, and Grass types to poison and paralyse while Divebomb Moltres is readied on the bench
Together they're able cover all possible angles of attack, making them an unstoppable duo in Ravnica's defense
Likewise, this deck's draw power is limited to a single copy of Hiram Flaversham, Toymaker, two copies of Judy Hopps, Optimistic Officer, and a few Pawpsickles, which only replace themselves
Hopefully this turns out to be accurate
It's important that you keep the window of time that opponents can interact with the Chip as a creature as short as possible, because at that time the Chip is extremely vulnerable to interaction, and usually that'll be an interaction you don't want to occur
Many of the changeups coming with rotation that harm existing Stage 2 decks wont have much of an impact on Grass decks, if any at all