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Zeige Revision 436. There is a more recent version of this deck.
Overview
Crash Land-icoot makes games go really, really fast. When you play it, you feel like you're piloting a rickety ship that is barely being held together as it descends in a vertical drop. When it crashes, it bursts into flames. There are no survivors.
Win-Con Routes
Tutors - Idyllic Tutor, Enlightened Tutor, Moon-Blessed Cleric into 5/6 Cost Enchantment - Fiery Emancipation, Gratuitous Violence, Sphere of Safety into Unblockable - Bedlam, Mother of Runes, Repercussion into Crash Land Captain Rex Nebula
Fun Route #1: Descent into Avernus >> Personal Sanctuary / Story Circle / Righteous Aura
Fun Route #2: Repercussion >> Chain Reaction / Justice Strike / Blasphemous Act / Pyrohemia
Enchantment & Artifact Count
There are currently 30 enchantments in this deck.
There are currently 10 artifacts.
Control
Creatures - Blasphemous Act, Chain Reaction, Incendiary Command, Justice Strike, Planar Collapse, Pyrohemia, Solar Blaze
Artifacts - Loran of the Third Path
Enchantments - Dawn to Dusk, Enchanter's Bane, Loran of the Third Path
Planeswalker - Pulse of the Forge
Strategy
The goal with Crash Land-icoot is to do three things: keep the board clear of creatures for as long as possible, ping your opponents for 10-15 damage over the course of 5-6 turns, and then bring in Captain Rex Nebula when you can feasibly swing for lethal damage. If you are able to keep your enchantments and artifacts on the board after a wipe, then the Ol' Captain can come in for three mana and attack immediately - as it's the newly-made vehicle that is attacking, not him. In other words, the only "summoning sickness" you need to worry about is that of your 5/6 CMC damage amplifiers. If you are able to hit a player with Fiery Emancipation, you are going to do 18 damage, then rolling a D6 to see if you do another 18.
Rulings
It's very confusing, even after reading the Gatherer text, but the way Rex works in combat is this: whenever he successfully does combat damage with one of his vehicles, you roll a D6, then - if the result of the die roll is the same cost as the vehicle - he sacrifices his vehicle, then does his original damage (from the now sacrificed vehicle) and can choose a new target for a second round of damage. So, in summary, a successful die roll doubles his damage output, at the cost of the vehicle he creates.
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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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Punkte | Kartenname | Typ | Mana | Seltenheit | Salt |
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