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This deck strives to keep yourself low in the early game, use different political spells to gain everyone's favor, and then swing in for crazy amounts of lethal damage. There is no main combo line, but key synergies will help keep you going and compete with some different combo decks.
Early Game: Ramp hard, ramp fast, slap down Collective Voyage and have an easy midgame, and start bashing face. This is your most vulnerable state with this deck, as it needs some steam to get it going. Make friends, set up Ghostly Prison and Propaganda, sit back, and wait patiently.
Mid/Late Game: Here starts the fun part! By now you'll have ramped and done some work, maybe played a dragon or two, and got your footing. Now is your time to draw cards, swing in for heavy damage, and punish those that try and mess with your operations by using O-Kagachi's ability and the odd removal spell. Be careful about different pieces of your board getting removed as it can be hard to get them back out, save for Patriarch's Bidding, and it might be crucial to winning. Throw all past alliances out the window at this stage, and swing for heavy damage.
Weaknesses of the Deck: There is not a terribly large amount of card draw in this deck. Swapping around different cards through your meta and playtesting to either add or subtract to them could be very beneficial. Same goes for removal, there's not a huge amount as you're relying on your dragons to get rid of creatures and players. Adjusting these two components might make this deck run a little smoother, and it is something I'll be testing as I playtest.
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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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