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Epic spells are a treacherous thing - if you cast one, you might as well kiss everything in your hand goodbye! But what if we could keep playing the things in our hand even one we're unable to cast spells? Enter Kodama of the East Tree - whenever we throw down a permanent, we can put another one down from our hand as long as it costs less than or equal. That's right, an easy way to make an Epic deck viable is to just model it off landfall and token decks. Our game plan is to get Kodama out, protect them, and cast one of our 3 Epic spells to keep dumping out permanents, generating tokens, and outrunning our opponents with pure value.

1) Ramp package is pretty standard for a landfall deck, mostly aiming to interact with lands. We also run a lot of land MDFCs to make sure we can always hit landfall, some permanent based ramp in case we get Kodama out early, and some tappable ramp pieces to go infinite with Retreat to Coralhelm. Bonus points if you can live the dream by transforming Budoka Gardener!
2) Card advantage is mostly permanent based so we can keep drawing into lands once we're Epic, though we do run Shamanic Revelation to play off our token subtheme. Verity Circle will clear the way to attack while filling our hand, Faerie Formation and Search the Premises will spit out tokens for more Kodama triggers, and Triskaidekaphile can even be an alt wincon.
3) Control pieces are also permanent based, heavily focused on enchantments in case we get the white Epic spell going. We also have some tricky effects where we can counter spells even when we can't cast them. Remember, you can still cycle cards!
4) Tokens are our primary wincon - many of them are enchantments that trigger on landfall so we can really pop off with Kodama. If for some reason we can't hit landfall triggers, we have Ominous Seas, Meloku the Clouded Mirror, and Decree of Justice to flood the board anyway.
5) Our Epic spells are the crown jewel of the deck. If you have a full grip and some solid draw engines set up, cast Endless Swarm to build up a massive army. If you need a more toolboxy approach, cast Enduring Ideal and tutor up exactly what you need every turn. If you're punching above your weight class, get Eternal Dominion and steal your opponents' best stuff. Either way, you're gonna be dumping tons of permanents onto the battlefield and cranking out value with Kodama.
6) Land package has no major surprises - we're running bouncelands for the combo potential, cycle lands in case we need to dig for spells, and cheap fetches to get double landfalls. We're a little heavier on the forest since most of our cheaper spells are green, but other than that, it's an even color balance.
7) Every wipe serves a purpose - Akroma's Vengeance can be cycled or wipe out nearly everything, Out of Time clears creatures without permanently removing our tokens, and Ondu Inversion can double as a land if it needs to.
8) Kodama is a removal magnet, so we'll want to keep him safe with hexproof, protection, and one-off destruction prevention. Once he's safe, guard yourself with Solitary Confinement before you go Epic.

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