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Viewing revision 26. There is a more recent version of this deck.
One day, I will own a Chains of Mephistopheles, but it is not this day.
Notable exclusions: Not running Megrim cards because I would rather run more discard cards to fuel tinybones, and if they are out of cards we just activate tinybones and drain them to death
With the printing of Tergrid, God of Fright, I've decided to make this deck have 3 'commanders' to allow to tune up or down in power, as any given situation requires. The relative power levels go Tergrid, God of Fright > Tinybones, Trinket Thief > Rankle, Master of Pranks. The reasoning behind these tiers is that Tergrid makes every mass discard effect essentially win the game on its own. With her there's no further investment to win after making your opponents discard their hands either over a turn or two or with one giant effect. Tinybones, by comparison, takes significantly longer to win since he needs the table to run out of cards, then drain them to death. Finally Rankle, rankle is the weakest because with him in the command zone, you have to rely on drawing into a way to benefit from discards, tinybones will win you the game over time, and make it so discarding doesn't hurt you as much as the other players, and tergrid makes discarding a wincon just by existing on the board. Note that if any one of these commanders are at the helm, the other two are in the 99 and can be drawn into. Specifically in the Tinybones variant, Tergrid usually gets drawn and will be a wincon.
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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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