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This is an almost standard build except for the mana base and the absence of Force of Will.
I choose to play dual and fetches in order to maximize Engineered Explosives, which is pratically the only removal we have access to. Also, Academy Ruins lets us recur Explosives and gives us an edge when the game goes long, recouping good stuff to help getting back from a board sweep or the like. The resulting mana base is more tight and fragile, but still manageable.
After a lot of testing, I realized that having Force of Will as the only counter simply isn't enough to get the job done. Most of times you either doesn't have it in your hand when needed, or you have to pitch your own threat and lose anyway when the opponent drop a second bomb (because of course he'll always have a second bomb).
Trinisphere on its side doesn't imply card disadvantage and can single-handedly lock out the opponent for several turns, effectively hosing combo, counters and other fast effects. Sure, it can't stop first-turn plays when you're on the draw, but in all other cases it works even better than Force of Will.
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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 |
Compare | Revision | Created | By | |||
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» | Revision 7 | May 10, 2022 | crimsonking | |||
Revision 6 | March 16, 2022 | crimsonking | ||||
Revision 5 | May 3, 2017 | crimsonking | ||||
Revision 4 | April 28, 2017 | crimsonking | ||||
Revision 3 | December 23, 2015 | crimsonking | ||||
Revision 2 | December 22, 2015 | crimsonking | ||||
Revision 1 | December 22, 2015 | crimsonking |