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💀 How does Dommy Mommy become one of the biggest threats on the battlefield when you're letting your opponents draw? Because drawing cards hurts for them now, and we're gonna bring the hurt! 💀
Sheoldred is a mence in Standard and Historic. Once you get rid of one, another one comes out, and with only 20 health in those formats, it's not long before you're drained to death while taking other damage.
Sheoldred herself isn't the engine to win the game for you, so early on you'll rely on your own card draw spells and engines to get you the cards you need to comfortably secure the win.
Phyrexian lore rocks, and Sheoldred's lore is no exception.
>Opening hand suggestions...
It all depends on your play group rules, but if you're allowed a free mulligan before you have to start putting cards on the bottom of your deck, try to net the following:
At least 2 lands, the likelihood of drawing into another land by turn 3 is roughly 80% probability
Mana ramp spells such as Dark Ritual, Cabal Ritual, Sol Ring, Arcane Signet, and so on, you get it, this really goes without saying, however, it's important to get Sheoldred out early on. The sooner you drain your opponents, the sooner they'll be knocked out before their engines start rolling.
If you have a big creature in your opening hand, you could pass without playing a land, discard the big creature and reanimate it.
You'll be gaining a lot of life as long as Sheoldred stays on the battlefield, so it may be often that you use AR's activated ability (on one opponent to close the game at very least).
If you have, say, 70 cards and play Lich's Mastery, you'll draw your whole deck and you'll gain 140 health, therefore, you'll be able to either play AR and laser beam everyone, or it's on the battlefield already, it's game over.
Usually one of these will be removed before the other hits the field, so I suggest playing both of them back to back, followed by a draw spell.
I'd honestly say troll the shit out of your friends suggesting as to what you're about to do, saying "GG's," then play SB first so they counter it or remove it before EB enters, and then play Vito, Thorn of the Dusk Rose that turn if mana allows or next turn since it's literally a cheaper SB. Politics.
Don't play this unless you plan on winning the game the turn you play it since it'll become the biggest target across all boards, plus you'll draw your whole deck out with Sheoldred on the field which isn't that big of a deal because the card literally states "You can not lose the game." Therefore, you will not lose when you cannot draw a card next turn. BUT, make sure you do the following...
Important!Do. not. play a land the turn you cast this. Why? Well, if you cast this and you don't have 2 mana open to at least cast Thought Vessel, or if you do and TV is countered or removed before your turn ends, you'll have to discard down to 7 cards. So, the turn you plan on playing this, don't play a land because you'll draw Reliquary Tower. Play RT after drawing it and you now have access to your entire library including Yawgmoth's Will now allowing you to play any card! This is usually an auto-win, especially with...
Like Sheoldred herself, SF really isn't a value engine on its own. However, it's used in combination with Lich's Mastery. When you have 70+ cards in your hand, that's 70+ mana! That's plenty to use to win the game on the spot!
What if it's not on the battlefield? Well, there is a way to cast it as long as you have one black mana available, or a Mox Amber, and at least 7 cards in your graveyard. Cast Dark Ritual, then Cabal Ritual, you now have enough to cast SF plus one floating black mana. Start discarding cards and cast those win cons!
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