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If the game's going long and you're running out of gas (or you're stuck with a mediocre opening hand with an Inspector and lands) then Clues fulfill their standard function: Sink your surplus mana into extra card draw
Aethersquall Ancient's activated ability is impressive if you have eight energy, but without any support it needs to wait four turns to build up enough energy to activate
You could also go the Sanguine Bond, Exquisite Blood, and Vito, Thorn of the Dusk Rose route if you wanted to be cutesy with your lifegain combos
Making the best use of Lost Caverns new Descend mechanic, Terror Tide deals field-wide damage based on the number of permanents in your graveyard