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Kwain Itinerant Meddler Control/ Group hug until I feel like winning deck.
Goals of the deck: Political Drawing Azorious Shennanigans.
Ways to Win:
--Triskadelaphile 13 cards in hand, quite possible in this deck but it's slow going. Remember that you can hold off on some of the card draw effects until end step and react to the trigger on the stack prior to resolving to draw the last couple of cards on upkeep. You can end up with more cards in hand than intended though.
--Mill: More consistently the win con. With effects such as Psychic Corrosion and Sphinx's Tutelage, your opponents will really need to come to terms with having tonnes of awesome, amazing cards just hitting the yard. Better hope someone else has graveyard hate because you don't. Seriously though with Kwain's ability and the amount of free draws people will willingly have, this starts cranking the mill speed up quite a bit.
--Approach of the Second Sun
Cast it 2 times and the game is yours. With the amount of cards being drawn in this deck, it is possible to cast this quite quickly and fulfil this condition BUT just in case there is some spell recursion in the event that things go badly. Not many people will counter the first but always hold up a counter spell or two when going for the win. One pact of negation is all it takes people.
Strengths:
--Interaction AKA "Nope.com", Counters, Return to hands. There's a lot here to prevent disaster. However, you can't answer every threat and probably will need to mitigate and buy time until you can win through one of your alternate win cons.
--Political Machinations or Shennanigans: A few number of ways to deter big hordes of nasty creatures who just want to ruin people's day. Of note here are the cards such as Orzhov Advokist and Gwafa Hazid, Profiteer. We're trying to control and prevent some effects not everything. Also not entrire force the table to become tilted from super stacks/ hate bear shennanigans.
2 Cards a turn consistently: Tonnes of Draw means high speed counter spells, more chances at mana and ramp. It's doubtful with the number of effects and your commander that we're not all just constantly drawing cards.
Decent Ramp in Azorious. I mean there's artefact and card draw ramp here and you'll be keeping up with the rest of them. Just make sure you remeber which ones are catch up effects (e.g. Knight of the White Orchid, Keeper of the Accord) Vs Acceleration Effects (Kor Cartographer).
Weaknesses of the deck.
-- Big I hate non creature spell decks think Ruric Thar
-- Voltron Surprisingly, Big dumb creatures can wreck this
-- Hordes of creatures if you Don't Have propaganda or Ghostly prison up.
-- Opponents with the words , shroud/ hexproof (Try not to let these creatures/ effects resolve where possible)
-- Nekusar the Mind Razer. Will hijack your draw plan for this deck and deal damage to multiple opponents. Hard counter, bounce, do whatever it takes to prevent it from entering the battlefield.
Consistentcy Rating 6/10
Interaction Rating 8/10
Fun Rating 7/10
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Nome | Mão | Turno 1 | Turno 2 | Turno 3 | Turno 4 | Turno 5 | Turno 6 | Turno 7 | Turno 8 | Turno 9 | Turno 10 | |
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Probabilidades Adicionais |
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Score | Nome de Carta | Tipo | Mana | Raridade | Salt |
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Comparar | Revisão | Criado | Por | |||
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» | Revisão 8 | Janeiro 9, 2022 | Mfiendo | |||
Revisão 6 | Janeiro 7, 2022 | Mfiendo | ||||
Revisão 5 | Janeiro 7, 2022 | Mfiendo | ||||
Revisão 4 | Janeiro 7, 2022 | Mfiendo | ||||
Revisão 3 | Janeiro 7, 2022 | Mfiendo | ||||
Revisão 2 | Janeiro 7, 2022 | Mfiendo | ||||
Revisão 1 | Janeiro 7, 2022 | Mfiendo |