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There's no major gimmicks here. Almost every nonland spell you draw tries to be a threat to the opponent the instant it drops.
Tenacious Underdog is living up to it's hype. Opponents rarely want to trade a spell into it, unless they can exile it. While Bloodtithe Harvester continues to be a good 2 drop, trading late into the game alongside Meathook Massacre.
Shakedown Heavy was a card I was (an still am a bit) wary of. He's the most likely to eat kill spell early game, so it's usually better to play him a little later as response to your opponents threats or board wipes.
Professional Face-Breaker, on the other hand, is a great value card, especially on tempo. If you're playing first, you're often attacking into an empty board on turn 3/4. Early game she provides ramp and mana fixing, while in the late game she provides card draw and shenanigans (especially when combined with Goldspan Dragon).
Riveteers Charm's versatility is as good as expected. Forcing the opponent to sacrifice is the most used ability, as it's able to get around Ward, Hexproof, and even Shield Tokens. The rest of the kill/destroy spells are spread out try to give yourself as many options as possible. Planeswalkers aren't everywhere (yet) but appear often enough that Thundering Rebuke has been an MVP in many Game 1's. I originally didn't have Poison the Cup in here, but after playtesting it works better than expected. It's a little slower than Infernal Grasp, but the Scry 2 more than makes up for it, especially when you have Ziatora's Envoy or Facebreaker ready.
I'm still on the fence about Junji, the Midnight Sky. He's a strong card. Guaranteed to at least 2 for 1, but doesn't always feel as impactful as I'd like him to be.
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Doppio click per aprire i dettagli della carta
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