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Viewing revision 25. There is a more recent version of this deck.
Early: set up to get as many tymna triggers as possible. realistically 2 out on turn 3 is great.
Mid: use draw triggers from tymna and reconn mission etc. to getpieces together and prep counter magic
Late: assemble combo to supplement aggro damage.
6 conspiracy effects and 6 payoffs means i need to draw 13 cards for a 50% chance of having one of each.
turn 1-2 play out attackers or possibly 1 attacker and one rmap piece
turn 3: play out tymna to strat gaining card advantage. if you have 2 attackers here you can draw 2 cards, potentially 3 with 3 1 drops.
turn 4: play out more attackers to keep triggerign tymna 3 times per turn, OR an engine piece. with Tymna out you'll draw 3 cards per turn and itll take
ideal card draw (cum.). this scenario involves havign two attackers out by turn 3, and a third attacker (can be tymna form turn 4 onwards. it also requires tymna being around the whole time. in this case turns 4 and 5 are for rampign to prepare for the finishign blow. this can be setting up classic ramp for a big play, getting high tide ready etc. or getting as many bodies out as possible for an impactful turn. it will also involve preparing defensive countermagic. and turn 6 is for assembly.
Turn 1: 1 (1)
Turn 2: 1 (2)
Turn 3: 3 (5)
Turn 4: 4 (9)
Turn 5: 4 (13)
at this point there is a 50% chance we've drawn what we need, and will have out 3 minimum bodies. turns 4 and 5 can increase this count. if everything is one power we've dealt 9 damage at this point:P
Turn 6: Assemby.
Tymna is a ridiculously good 3 drop, any other 3 drop attacker isnt coming out untill turn 4 which is only leaving 1 mana for most liekly naother body. 3 drops are hard to pull off here.
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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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