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"Kiora of the Depths" is used to gain extra land advantage (by untapping), and to freely un-tap the 'Lumbering Falls' when it is a creature, giving two lands instead of one. I believe four Lumbering Falls would be better than two, and two Hinterlands, but I have not tried this yet.
"Nissa, Vastwood Seer" is an early game land, so you don't miss a land drop. The deck runs efficiently on four mana. "Nissa, Vastwood Seer" gives late game card advantage, which blue desperately loves to have. Since 80% of the deck is controlling in some way; late game cards tend to be tap style effects. Preventing damage to other Planeswalkers or even to Nissa herself. Lastly, the self milling aspect of Nissa drawing lands, works to combo with "Jaddi Offshoot"; from those life (black/white) draining decks.
"Jace, Vryn's Prodigy" is meant to slow creatures attack down, while making for re-use of previously casts spells. However, he can combo with a milling aspect of the deck (i.e.: "Sphinx's Tutelage"). Early game, he takes a burn spell or exile attempt, or is meant primarily as an alternative spell reuse and/or potential milling (if lucky), toward late end game.
"Elvish Visionaries" work to further gain card advantage, and blockers. Early game trade offs, and more potential to gain board controlling spells. Procs "Sphinx's Tutelage" as well.
"Adverse Conditions" puts an extra blocker on your opponents turn, as well as creates a possible ditch effort mana source.
The rest of the deck runs "Bounding Krasis" for the ability to tap "Gaea's Revenge". "Disperse" is used to bounce early enchanted creatures, or late problematic landfall creatures, as well as force the opponent to recast high casting spells, gaining a possible extra turn.
"Harbinger Tide" allows for the same reasoning/use as "Disperse", only is a flash-able blocker form.
'Plated Crusher' is concidered the 'finisher' of the deck. It makes for a really good blocker. I was using "Gaea's Revenge", but the defense was just not enough for me to be satisfied. Plus the hexproof on "Plated Crusher" is an added bonus (as well as Trample), while "Gaea's Revenge" is weak to fight mechanics (or I imagine, as those spells are green).
"Part the Waterveil" I pulled from a booster pack, and thought it's a cool card, but could not find a practical use for it - until this deck. Since land is not hard to 'stall' to, on turn nine gaining a 6/6 creature, still tap-able for mana. It's a distraction, but one that can't be left unattended. Again, yet another possible blocker. This also ultimately allows you to proc a (or multiple) Planeswalkers, as your opponent was probably tapped out last turn. Obviously allowing you to play another land...
Finally - "Ulamog, the Ceaseless Hunger" is used as a last resort card, and is greatly helpful if Kiora is proc'd. A 10/10, with the fight mechanic, that can take out anything as it enters the field (without sacrificing it), as well as exile two other creatures/enchantments, etc. Also, working extremely well with the other milling mechanics.
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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|
|»||Revision 5 (latest)||June 22, 2016||bmwd40|
|Revision 4||June 22, 2016||bmwd40|
|Revision 3||June 22, 2016||bmwd40|
|Revision 2||February 20, 2016||bmwd40|
|Revision 1||January 22, 2016||bmwd40|
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