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The goal with this deck was to make a star out of a severely underused commander that Timmy-Spike players will enjoy: Kuro, Pitlord.
In the early game, this deck works to ramp toward casting the commander and keeping him out. Since he requires 9 mana to play and a dedicated BBBB per turn to keep alive, this takes a lot of work.
During the process of establishing a mana base for the giant commander, the deck avoids harassment by means of threats, deterrents, and boardwipes.
By midgame, this deck wants to control the board with Kuro. This doesn't mean killing all the opponents' creatures. That often takes too much life, and anyway, those creatures can attack your other opponents.
Lifegain is an important resource.
Every turn Kuro is out, it wants to attack and, preferably deal commander damage. If it has trample or swampwalk (thanks Filth), then this is fairly easy. If not, the technique is to kill all the defender's potential blockers with Kuro's ability during the Declare Attackers Step. Even tapped in a case like this, Kuro acts as a decent deterrent to those who would attack you, much like Dread would.
The deck can close out games with Gray Merchant of Asphodel, Crpyt Rats, or Exsanguinate; and can kill individual players with Tainted Strike, Hatred, or three hits from the commander.
The Swarmyard is for Crypt Rats and Typhoid Rats.
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Probabilidades adicionales |
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Score | Nombre de la carta | Tipo | Maná | Rareza | Salt |
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