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BUG Midrange

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Kitchen Finks - Helps to negate some of the life loss from the Bob and fetches/shocks. Good blocker and can go on the offensive if needed. Three because the health and repeated blocking i feel is important.

Tarmogoyf - Just a powerhouse of efficiency. Four because i enjoy swinging with a 4/5 for the cost of a bear.

Dark Confidant - Amazing card draw as well as a body if needed. Three because although the mana curve of this deck is pretty low between thoughtseize/shocks/fetches i don't think having multiples out is a good idea but you want to be able to replay a new one if it happens to die.

Snapcaster Mage - Allows for very versatile play as well as getting additional value out of your cards. I ran four for the flashback as well as an additional body is nice whether for offence or defense.

Vendilion Clique - The ability is great for hand disruption or in a pinch cycling one of your own cards. The fact that you can play this during your opponents turn makes it very strong. It has good attack potential being a 3/1 flier. I'm running just 2 because they are aren't grate for blocking and they are legendary so too many multiples isn't great.

Scavenging Ooze - Very solid creature that comes with main-deck graveyard disruption. Only running three because your deck cannot always reliably fuel more than one or two and if their deck isn't running that many creatures than it isn't amazing.

Mana Leak / Remand - Mana Leak and Remand serve similar purposes here which is defending your offensive creatures from destruction or countering. They can be used to counter large threats if it is required but in general you want to be letting your creatures outclass theirs and protecting them whenever possible. Three of each because they each serve slightly different purposes and the ability to respond with either can be valuable.

Spell Snare - There are SO MANY powerful two drops in modern it seems silly to not include spell snare. Being able to counter their goyfs, bobs, mana leaks, remands etc. can be invaluable. Two because as the game goes on the spell snare becomes less and less impact-full.

Thoughtseize /Inquizition of Kozilek - Both are powerful hand disruption spells that give you valuable information and stop threats from ever being cast. Five total because you want to be able to use these at any point in the game. More Thoughtseizes because they arent restricted by mana cost late game.

Abrupt Decay - Very powerful kill spell that doesn't need to worry about being countered. Not only can it deal with creatures but annoying artifacts and enchantments as well. Four because it removes so much.

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¿Si juego una carta veces en mi mazo de ? cartas, cuan probable es robarla veces?
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» Revisión 4 Octubre 28, 2014 Wolfe
Revisión 3 Octubre 28, 2014 Wolfe
Revisión 2 Octubre 28, 2014 Wolfe
Revisión 1 Octubre 28, 2014 Wolfe
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