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TUVASA THE SUNLIT
Early Game: Ramp, get Tuvasa out and use card draw synergies.
Try to cast Enduring Ideal whenever you get a chance, then go as follows:
Enduring Ideal --> Paradox Haze: Lets you fetch 2 enchantments per turn. Then go for:
Enchanted Evening + Opalescence/Starfield of Nyx:
All lands die, every new land put in play also dies
instantly. You don't need lands anymore, your
opponents do though.
Solemnity + Decree of Silence: Your opponents are
locked, they can't cast spells anymore. Funny Win-Con.
Enchanted Evening + Sphere of Safety: Makes it
REALLY hard to attack you.
Enchanted Evening + Aura Thief: Nets you every
permanent on the battlefield if Aura Thief dies.
Solemnity + Dark Depths: Instantly create Marit Lage, + Privileged Position + Pariah: Makes it very hard to hurt you in general as long as your opponents don't have an exile-wipe (e. g. Merciless Eviction).
Academy Rector --> Omniscience/Eldrazi Conscription
Replenish, Bruna, Light of Alabaster, Hall of Heliod's Generosity and Starfield of Nyx return important enchantments from your graveyard to the battlefield/library.
As Tuvasa the Sunlit will grow fast, commander damage is also an option to get rid of defenseless enemies.
Deck has been tested for a while now and works surprisingly well. Fun sidenote: There are no artifacts in this deck and it still works fine...
Power Level might be a solid 7.
RULE NOTES:
Once you've cast Enduring Ideal, Shark Typhoon will stop working, as copying the spell each upkeep and fetching an enchantment won't count as 'casting'. If in need for creatures, fetch Opalescence/Starfield of Nyx instead.
If Grasp of Fate exiles a commander and its owner chooses to move it to the command zone, it will re-enter the battlefield once Grasp of Fate is destroyed or bounced.
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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