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Please note: This is not an official DCI service. So please always make extra sure that the sheet contains all the cards in your deck and fulfils all DCI requirements. If you notice anything wrong, please let us know. DCI is a trademark of of Wizards of the Coast LLC.
Viewing revision 48. There is a more recent version of this deck.
This deck is all about planning ahead and retaining control of the field even when you have no creatures out there.
Priority #1 is to get your commander out and start your engine. The majority of the 21 madness cards work are minor foot soldiers to prevent damage while you build up your mana reserves. Important note: Because your commander's discard ability is an ability, you can cast a madness spell at the moment when discarded. Use this to surprise your opponents by using your mad-creatures as if they had flash.
Priority #2 is to chip away at your opponent's health slowly, not quickly. This deck does not have a quick kill avenue to prevent being a target, but it does start to stack damage on your opponents pretty quickly if not accounted for. There are creatures and enchantments that will chip away 1-2 health every time you use your commander's discard ability
Priority #3 is to return madness cards to your hand from your graveyard. This allows you to play them multiple times while allowing you to draw even more cards.
Priority #4 is to send your generals directly to the battlefield from the graveyard. Always discard creatures with a converted mana cost of 6 or higher. There are 10 avenues to revive them directly to the battlefield for cheaper in this deck. Watch out for opponents trying to prevent you from casting from your graveyard or looking to exile your graveyard.
Main current issues: This deck currently holds only 3 board wipes plus the Archfiend of Ifnir to deal with growing armies, save for emergencies, and retrieve them with Mausoleum Secrets or Liliana Vess if you need to. Also, this deck can suffer greatly if you lose your hand advantage, be careful and try to keep 3 cards in your hand at all times.
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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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