This is where the flash game starts, and for the rest of the game you want to play at instant-speed. Playing at instant speed is what makes the deck difficult to play against, as your opponent can have a difficult time figuring out whether to play around Rattlechains, Geistlight Snare or both.
When I first started playing the deck, I hated the idea of not maximising my mana. So at the end of my opponent’s turn, if I had mana available, I’d just play a Ratteclains or upgrade my Ascendant Spirit then get blown out by a removal spell from my opponent. I learnt that the key is to not commit any more to the board if you don’t need to. Just happily untap and draw for your turn, and don’t feel the need to do something.
The way this deck wins most of the time is to get slightly ahead of your opponent in the first two turns, then maintain that for the rest of the game by just responding to the key cards they play.
I was initially worried I’d be disadvantaged as the game went longer because my cards are weaker, but it turns out that isn’t necessarily a problem because your cards are so cheap, so if the games goes longer, and you haven’t committed, you essentially get to keep pressuring them bit-by-bit and then on turn six or seven you can start playing three or four spells in one turn while they can only play two.
The game going longer is fine and Geistlight Snare doesn’t get worse if they’re not committing because then they will have to strangle their mana later anyway to try double-cast on turn six or seven. They can’t play around both Rattlechains and Geistlight Snare because then they just die from the pressure on board.