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To play your deck at an official ("DCI-sanctioned") tournament you need a deck registration sheet. Here you can download such a sheet pre-filled with the cards in this deck!
Please note: This is not an official DCI service. So please always make extra sure that the sheet contains all the cards in your deck and fulfils all DCI requirements. If you notice anything wrong, please let us know. DCI is a trademark of of Wizards of the Coast LLC.
Your number one priority is getting the commander out quickly and getting it to stick. Lots of 2-mana and cheaper mana sources to get out of the gate fast.
From here, the objective is to set up a turn when you can cast the commander and hold up mana to protect it.
Six mana is typically going to be plenty, often set up for turns 5 or 6. Once it’s on the battlefield, the game plan from there is straightforward: keep up instants to draw cards, protect the Lord, and create wraiths.
With just a turn or two after the commander hits the battlefield, you should be able to string together four to five instants or sorceries with a few other wraiths to have the needed nine to get the big boost in power. The abundance of 1- and 2-mana instants and sorceries line you up to generate three or four 3/3s a turn, which you can follow up with a Nazgûl or two and a cantrip to pump up the team and dish out the damage.
Sedgemoor Witch, Talrand and Murmuring Mystic help provide back up support and help pump out more creatures while we get the commander up and running.
The enchantment kindred discovery provides lots of card draws when wraiths are created and Baral helps keep the cost of spells low.
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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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Score | Card Name | Type | Mana | Rarity | Salt |
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» | Revision 12 | May 23, 2024 | zlink11x | |||
Revision 11 | May 23, 2024 | zlink11x | ||||
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Revision 1 | May 23, 2024 | zlink11x |