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Viewing revision 70. There is a more recent version of this deck.
The object of this deck is to gain life and cheat big Threat creatures into play using Celestine's Healing Tears ability.
Discard/Mill Engine: These are the most important cards in the deck. Draw cards and discard Threats so that you can cheat them into play using Celestine's Healing Tears ability. If your opening hand doesn't include one of these or a Tutor, you should consider a mulligan.
Copiers: The main downside to Celestine's Healing Tears ability is that it only triggers once per turn. These cards aim to fix this. They're important, but they won't work well if you don't already have a Discard/Mill Engine. Since there are so few Copiers, you might consider tutoring for these cards before you have much life gain.
Double Strike Equipment: Granting Celestine double strike increases how much life you gain each turn, allowing you to cheat bigger Threats into play with Celestine's Healing Tears ability. Many of the More Life cards serve the same purpose, but they're not as easily tutored for since they're not equipment. Double strike also allows you to rack up commander damage. These cards combo particularly well with Mask of Memory, Skeleton Key, and Zephyr Boots .
Royal Guard: Celestine can't use Healing Tears if she's dead. These cards aim to keep her on the battlefield.
Threats: Discard these, especially if you don't have the mana to cast them. Cheat them into play later with Celestine's Healing Tears ability.
Other Lands: Note that many of these lands are artifacts too. This enables Inventors' Fair.
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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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