There are four Summon creatures in the deck that you could essentially keep around forever with the right counter shuffling
This can come in the form of incidental damage (Sabotender), threat of activation (i.e., an aggro deck that can use Paladin's Arms to trade up its creatures over time), or snowballing incremental advantages from archetype payoffs
The latter are interested in cheap bodies that do a thing for sacrifice purposes and flicker decks are all about getting good ETBs over and over to outgrind opponents
In a Two-Headed Giant game, life gained by your teammate won't cause The Wind Crystal's second ability to apply, even though it will cause your team's life total to increase
Stay safe, stay healthy, and Ill see you in the next one
For the most part, the left side of the dungeon is going to be the most important one to progress through as it represents the most aggressive path of the dungeon and the one that generally is going to kill opponent's the quickest