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The main goal of the deck is to utilize Preston's creation of token copies of creatures to get value out of Modular and pseudo-Modular creatures. The idea is that since Modular creatures are 0/0 by default, that Preston's creation of token copies as 0/1s is actually a bonus instead of a drawback. They still get their +1/+1 counters on coming into play. This is especially good since the deaths of the tokens allows the transfer of their counters as per normal Modular, so the idea would be to sacrifice them(for various means and reasons, like Preston's active ability). The amount of powerstone generation in the deck can get quite obscene if the right circumstances come together, allowing for even the unreasonably expensive Arcbounds to come out. They just made creatures differently back then. I understand the reason they weren't better was to avoid giving Blue access to strong artifact creatures so they nerfed their mana costs heavily.
There's of course a number of strong ETB creatures as well, of varying levels of utility with a general aim towards aiding the Arcbound creatures(they need all the help they can get). Lifegain is a secondary theme, primarily to take advantage of Heliod, Sun-Crowned to go infinite with Walking Ballista, but there are other creatures like Lone Rider that benefit as well. Most Commander games end when your life reaches 0, and there's certainly a good amount to keep it from getting there while you work out other win conditions.
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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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Additional Probabilities |
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