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The Cunning deck embraces the idea that there is nothing more dangerous than the unknown. Your trickery creatures and array of instants will keep your opponent guessing as you bide your time and prepared to take over the game.

Many of the creatures in the Cunning deck feature the morph mechanic, which allows you to obfuscate their true nature. An opponent trying to damage you with creatures must often make attacks without knowing exactly what works on your side of the battlefield. It could be something simple like Coral Trickster, or it could be the more powerful Thousand Winds, which can return your opponent's entire legion of attackers to his or her hand. Of course, you should never feel like you can't cast these creatures face up for their regular costs. While a turn two Fathom Seer might not draw you cards, it could help you survive long enough to take control of the game.

Staying alive is your primary concern when you play the Cunning deck. You have a lot of spells that are much more powerful if you can use them at exactly the right time, but finding the most opportune time to cast spells like Hold the Line or Repeal often means surviving until late in the game. Prolonging the game also gives you time to cast some of your most powerful creatures, like Arcanis The Omnipotent. If your opponent doesn't have an answer for him, you soon will be drawing three extra cards a turn. But watch out-if your opponent casts Act of Treason on Arcanis, he or she will not only be up 3 cards, but will often also have a way to sacrifice him and keep you from getting him back.

One crucial component of victories for the Cunning deck involves making the most of your trap cards, and trying to trick your opponent into falling for them. Holding back an additional blocker can force the opponent to walk into a Narrow Volley Trap; while enticing the activation of an unearth ability can make your Whiplash Trap cost only one mana. Be patient, and take your time, and you will be able to overcome your opponent's onslaught.

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This deck does not appear to be legal in Standard (Season from Sep 2021).

Problems: Not legal in this format: Arrow Volley Trap, Hold the Line, Kor Hookmaster, Lone Missionary, Master Decoy, Stave Off, Stonecloaker, Swift Justice, Aquamorph Entity, Arcanis the Omnipotent, Coral Trickster, Echo Tracer, Faerie Impostor, Faerie Invaders, Fathom Seer, Fleeting Distraction, Jeskai Elder, Mana Leak, Repeal, Sphinx of Uthuun, Thousand Winds, Traumatic Visions, Whiplash Trap, Willbender, Inferno Trap, Sparkmage Apprentice, Hussar Patrol, Lightning Angel, Steam Augury, Mystic Monastery.

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» Revision 2 October 19, 2015 PapiwA
Revision 1 October 19, 2015 PapiwA
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