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Please note: This is not an official DCI service. So please always make extra sure that the sheet contains all the cards in your deck and fulfils all DCI requirements. If you notice anything wrong, please let us know. DCI is a trademark of of Wizards of the Coast LLC.
Viewing revision 36. There is a more recent version of this deck.
Start ramping with rocks and casting cycling payoffs and cycle all the rest only to find a way of recovering things back from the grave and using them again! Deffend yourself by blinking attackers with Astral Drift and Astral Slide or exiling our own important creatures to protect them while sometimes reusing the ETBs like Sun Titan, Solemn Simulacrum, Cloud of Faeries or Rooting Moloch. With counterspells we can protect ourselves from board whipes and big threats.
For finishing the game the main aim is to kill the board with direct damage while swinging with tons of tokens we have been using to block with. Curiosity and Ophidian Eye draw us tons of cards, while thought vessel and reliquary tower are there to prevent the infinite combo Niv-Mizzet, Parun and Niv-Mizzet, the Firemind or with Brallin, Skyshark Rider or Glint-Horn Buccaneer, the Firemind that would make everything too easy and boring in my group, but you can switch them for having 2 other similar cards.
Cards that must enter - cards that must leave
Drannith Stinger - Rooting Moloch
Flourishing Fox - Rescind
Yidaro, Wandering Monster - Niv-Mizzet, the Firemind
Snow-Covered Plains - Plains
Ephara, God of the Polis - Niv-Mizzet, Parun
Shark Typhoon - Cyclonic Rift
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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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Additional Probabilities |
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