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Visualizzazione della revisione 47. There is a more recent version of this deck.
1) Arcades had one option, and that is going wide. You must try to cantrip walls out.
2) We rely on Arcades, the Strategist for draw power. Wild Pair, Carven Caryatid, Orator of Ojutai, Jungle Barrier, Wall of Blossoms act as free Divination along with their cast.
3) Mana is efficient and everything has low cost. We use some low cost ramp spells as well as Vine Trellis, Axbane Guardian, Ulvenwald Captive, Overgrown Battlement, Gatecreeper Vine for ramp and or land draw. Sunscape Familiar makes our stuff even cheaper.
4) Assault Formation, High Alert, Huatli, the Sun's Heart serve as alternative vehicles to allow walls to attack. Arcades is often removed from play.
5) Stalwart Shield Bearers pumps our creatures up. Primal Rage, Brave the Sands, give our creatures trample, vigilance.
6) Our finishers are combat tricks, unblockable creatures, and insanely cheap big boys. Sleep, Bar the Door and Tower Defense are combat tricks that really will kill someone. Drift of Phantasms lets you tutor for Bar the Door. Archetype of Imaginations gives all your walls flying. Tetsuko Umezawa, Fugitive is even more deadly, as it just straight up gives almost all your walls unblockable save a few. Wall of Denial, Tree of Redemption, Necropolis are your big beaters. You can make Tree of Redemption huge by switching your life total with it, at the cost of risk. Almost every single board wipe is one sided. Meekstone and Marble Titan are ridiculous one sided pillowfort material, and do not affect any of your creatures.
7) You will be wiped, try not to over commit your hand and vomit everything out onto the field at once, especially key pieces like Wall of Denial, and Stalwart Shield Bearers. Slowly build up your board to tempt the wipe. Resolute Watchdog will keep Arcades out on the field, and you will be able to rush. Dusk//Dawn is your ultimate redraw your graveyard and lets start again.
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