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This deck mainly uses the the five colors off of Kenrith to give a large enough card pool to allow the humans tribal theme. On top of Kenrith being a human himself, which is very key for cards like Sigarda, Heron's Grace and General's Enforcer, as it gives Kenrith evasion while also giving most of the creatures in this deck that needed evasion as well. There is no combos in this deck as I wanted to keep it fairly casual as the tribal aspect of the deck restricts the power of the deck from getting to anything competitive. The main strategy is using Kenrith's red ability and green ability to win through combat damage. The decks ability to generate massive amounts of small creatures is a bit limited, so I focused on creating a few massive creatures to really dish out some damage in the mid-game. I tried to include as many anthems for humans as possible, but some cards that only give an anthem aren't necessarily impactful enough to fit in the deck-list. Some of the cards I included that doesn't really fit in the theme is cards like Notion Thief, Bolas's Citadel, and of course, Necropotence. I included the first one because I love the card and wanted an excuse to buy one, and for the latter two I just had them in my collection and just needed an excuse to include them on top of their extremely powerful nature. Overall, ramp, cast some humans, use the absurd nature of Kenrith to smooth things out, and then use the synergy of the humans and some pay-off cards such as Mirror Entity to hopefully kill at least one, if not all of your opponents.
FYI: I know the manabase isn't very optimal, but I wanted this deck-list to be something that I could afford so I just included all of the budget lands that weren't just tap-lands, so if you want to make it optimal so you don't have to mulligan as much, then be my guest. I would do the same if I could.
2 facce (tiro moneta) | |
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6 facce (d6) | |
20 facce (d20) | |
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