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The deck startet similar to the Hapatra deck by JumboCommander (https://tappedout.net/mtg-decks/hapatra-poisons-everyone/), but I added more combo pieces and removed the infect and the 'stompy' part (at least most of it). This deck generates a lot of value, has absolutely no problem with mana and since I added more card draw the deck is even able to better recover from a board wipe. This is the biggest problem with this deck, because it's so creature-based, so maybe even more carddraw would be a good idea.
When I say "generates value" what I mean with that is, that you (almost) never will be in a situation, where you wanna hold back combo pieces on your hand. This deck plays every card it can play every turn and effects the board with a lot of threats (like Deahtouch-Snakes) or can help balancing the game (Wickerbough Elder - an opponent agrees to getting hit by Hapatra and you snipe the enchantments/artifacts of the biggest threatening player). The deck is pretty light on tutors, but for consistency reasons there should be more.
NOTE: There are maybe too many lands in the deck, I think it's no problem to reduce the land-count to 34, but I'm still playtesting. Because the average CMC is so low, one might even cut a couple ramp spells. I found it of no advantage to play Birds of Paradise, Cryptolith Rite, Cultivate, Kodama's Reach or Sakura-Tribe Elder. Those are usually amazing cards, but because there are so many lands (37) in this deck right now, you'll almost never miss a land drop and you have a card to play for basically every turn, so you don't want to waste precious time with those ramp spells. The remaining ramp spells work also as combo pieces and you want them on the board.
I'm too lazy to explain the combos, so I'm referring to the description of the following deck: https://tappedout.net/mtg-decks/hapatra-vizier-of-combos-2/
At last: #1 Card of the Deck is Sadistic Hypnotist. You sacc snakes in order to empty the hands of your opponents. OMG. That feels so amazing. Try it!
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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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