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// Summary of how the deck works

This deck is special since it has a focus on Fateful Hour effects, which force you to be at least at 5 life points to activate. This doesn't mean that you don't block anything so you reach that powerspike sooner, from experience I can tell you that forcing a low life too soon will be less effective than what it may look at the beginning.

To play rightly this deck you should play it how a swarm deck would play while you simultaneously manage how much damage do you receive, so you can adjust it to your Fateful Hour threshold. Getting hit and ending with 6 life points instead of 5 is a horrible scenario that you should try to avoid at any cost. Fateful hour is your trump card, specially because you can artificially prolong how much you can stay at that range, but is not a sure wincondition, that's why you must plan your early game very carefully.

Explained what not to do, let's analyze the cards!

// Lands

Castle Ardenvale is a good card for late game, but if you have no plains on your starting hand it becomes a slow card that can make a game go badly. Still the ffect to constantly spawn more human tokens is very good on your deck.

Horizon canopy and Silent Clearing have two jobs on your deck. The first one is to work as plains that can be sacrificed to draw cards, so your deck doesn't stall on bad draws. The second one is that they can adjust your life points, so you can turn a horrible 6 LP into a Fateful Hour 5 LP.

Prismatic vista works as a cheap deck thinner that reduces your chances of having bad draws. Like the Canopy and Clearing it can adjust your LP to reach the Fateful Hour threshold, but is less reliable than the others since it can only be used once.

Mistveil Plains is an special card. First, it has the plains subtype, so Knight of the White Orchid can search for it and Castle Ardenvale enters untapped. The second is the recycling effect. While not very usefull most of the time, it allows to put angel grace and other cards on the deck again, so if you shuffle it via the Knight or the Prismatic Vista, there is chance you can draw it again. It has a lesser effect on cards that mess with your graveyard.

Finally the 9 plains must be plains because you need tons of basic lands in that deck. Knight of the White Orchid and Prismatic Vista are more effective when you can search for lands, and Castle of Ardenvale needs those plains to enter untapped.

// Artifacts

Isochron Scepter is a card than can single-handely win a game itself or remain a threat the whole game. Being able to spam Angel's Grace prolongs your game a lot, specially if the enemy has no response to an instant speed activation (they can respond to the Scepter, but not to the copy of Angel Grace). Path to exile is a great option when you want to control, and many decks don't run more than 3-4 basic lands, so the drawback will soon not matter. Faith shield can protect the scepter itself, make a creature unblockable/unkillable or, if on Fateful Hour range, give you inmunities. Finally, hallowed moonlight becomes a sure draw mechanic with the addittional chance of ruinning some decks that cheat their creatures with tokens, resurrections and other effects.

// Instants

I will be brief since I already explained how they work with the Scepter.

Angel's Grace allows you to cheat death and keep playing on fateful hour range. It has Split Second, so there are no answers to this card. As a note, you can still pay life since your life can't go down but you still have life to pay.

Faith's shield protects your creatures, and sometimes allows your champion of the parish to break throw enemy defenses and destroy a planeswalker or hit directly. It can work in a similar way to Angel's Grace given you are on Fateful Hour range and the enemy hasn't many different colors.

Path to exile is a simple cheap control card.

Hallowed Moonlight works 90% of the time as a drawing card, but sometimes it can turn a game if you are fighting the right deck or if you find a moment to block the enemy by surprise.

// Sorceries

Gather the Townsfolk is a simple way to create a lot of humans. On Fateful Hour range this card can be game changing if you have a Champion of the Parish, Hanweir Militia Captain, Thalia's Lieutenant or Thraben Doomsayer.

// Creatures

Angel of Grace is a gimmick to Angel's Grace. It still saves you, but not having Split Second makes it less reliable than its counterpart. Still, flying and good stats make it a card worth to use and the ability to set your life to 10 can save games on its own, specially versus burn decks.

Champion of the Parish is your bread and butter. Makes your early game very strong and can be a finisher on its own if your opponent is going too slow.

Thalia's Lieutenant is very similar to the Champion of the Parish, but is slower and benefits better huge boards. Good card neverthless.

Hanweir Militia Captain is mediocre on his base form, close to useless. But his other side, Westvale Cult Leader makes it worth to run one copy since it can win a game on it's own if left unchecked.

Knight of the White Orchid is a solid early game card. It allows you to get more mana if you are not drawing it and his first strike allows him to be a solid early game wall or a secure attacker. Later it becomes less useful unless you manage to make it big with Thalia's Lieutenant or Thraben Doomsayer.

Thraben Doomsayer is a slow card, very slow and, in addittion, his body is not great. You play him because his effects. His human spawning ability makes him invaluable and his fateful hour effect makes him a wincondition on its own. I wish he was cheaper or had a better body, but I can't do much about it.

// Sideboard

Circle of protection: Red : From all colors, red is the most dangerous to you. Burn can be so fast and responsive that it will burn your survival cards in no time. Sometimes I think I could run a second copy of this enchantment.

Damping Sphere is a response to trons and on a lesser scale to combos. Trons, specially the classic one can make you lose half your board and can ignore Faith's Shield. Too dangerous.

Fragmentize is for those artifact decks that overwhelm you. Breaking enchantments is good too.

Grand abolisher is a creature designed to make control decks suffer. It works versus burns too because it makes them less responsive.

Near-Death Experience is your best option when you are not sure if you can win the long term run. Versus fast decks is a gamble.

Relic of progenitus nullifies graveyard decks and has the option to cycle itself, making it a good card.

Thalia, Guardian of Thraben works exactly like the abolisher, but it slows you too and her first strike allows her to work better as a wall or aggresive card.

Tag

Sideboard

Maybeboard

Questo mazzo sembra essere legale in Modern.

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