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Yet another Belcher list!
The game plan is straight forward: search for our 7 lands, and put them into play.
By turn 4~5, it should be possible to cast [[Goblin Charbelcher]] and activate for 40+ damage.
But how do we get there, oh Master Belcher?
Glad you asked!
Opening hand:
We have 7 lands plus 4 [[Chancellor of the Tangle]]. Math tells us that there are .78 chances of getting at least one of them.
Mulligan for at least one green mana source!
Ideally, our opening hand includes either a [[Goblin Charbelcher]], or [[Recross the Paths]].
It is possible to find them thru the game tho (by turn five chances are .81), but I would hesitate to keep 7 cards without win-cons.
Ramping up:
Tutoring:
[[Ancient Stirrings]] can find a land, a Belcher, or another artifact.
[[Recross the Paths]] helps us advance the lands-in-play plan, but has a second more important role: sorts the library when there are no lands.
To win the clash and get the card back, just put Chancellor first and Belcher second.
Post-board and backup:
We have [[Wurmcoil Engine]] in case our opponent is smart enough to deal with Belcher on game one.
Game two, we have a secondary line of action: get a lot of wasps with [[Hornet Queen]] and pump them with Flourish!
That plains was not so random after all, eh? :)
This is an interesting change of strategy and requires a different set of answers --> hitting (stinging) the opponent off-guard.
List of things I am thinking about:
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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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