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The premise of this deck is that Reaper King is a 10CMC card that you can summon for 5 mana (getting him out on turn 4 if you're really lucky) then you can proceed to use his high CMC for various things, like scrying, drawing, creating tokens, dealing damage, gaining life, making opponents discard, getting mana, tutoring for other high cmc creatures, and etc, all in quantities of 10. Because a lot of these effects require you to sac reaper king, and because he's a huge target and the deck shuts down without him, there's a subtheme of returning cards (but mostly reaper king) from the graveyard. The trick is to never let him go to the command zone if you can help it. Additionally there's a slight five color subtheme, in order to help summon reaper king quickly every time, to protect him (with conquerors flail), and to help you summon him for cheap on the off chance that he DOES get sent to the command zone (through graveyard exile for example.) Of course there's also a scarecrow subtheme, but it's much more marginal than most other reaper king decks, it's mostly in there as a substitute for other removal, though it's still fairly robust removal. I use real scarecrow cuz I like them, they're good enough and a lot of them are cheap to summon and easy to return from the graveyard since they're artifacts. I don't really use the +1/+1 boost to scarecrows much, but it's nice to have. There's also a few type changing cards which, when combined with cards that make 10 tokens out of reaper king without killing him, create a strong targeted board wipe effect. Still, I try to downplay the scarecrows as much as I can. There's a lot going on in this deck, but I think it all works pretty synergistically.
2-seitig (Münzwurf) | |
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6-seitig (d6) | |
20-seitig (d20) | |
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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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» | Revision 2 | März 1, 2019 | tisTree25 | |||
Revision 1 | März 1, 2019 | tisTree25 |