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Potentially less risky since it is like a bounce and cast all in one.
No potential for defense though.
Any single use costing more than 2 may not be as valuable as a bounce.
Bounce (Goal: 16)
1: Bounces Alirios or defense
2: Bounces Alirios and defense
3: Bounces Alirios or defense, plus draw
3: Bounces Alirios or defense, plus a creature
Anything costing more than 3 becomes difficult to cast Alirios that same turn. This is basically a lost turn (unless we get a hefty creature with the bounce).
Pump (Goal: 8)
3-4 mana to create a 3/2 token each turn is not a battle of attrition we are going to win
Adding a 4/2 or 4/3 each turn (retroactively as well) gives us a bit of a chance.
Combined with defensive bouncing, gives us a fighting chance on the defensive end of combat to dissuade aggressive acts whilst we reflect.
End Game (Goal: 8)
If we've survived this long, go all in.
Make a grand, ridiculous play, that's likely to be stopped, but spectacular if pulled off.
If we can eliminate one player or survive to be the last to be eliminated, that's a win.
:Draw (Goal: 8)
Avoid wasted turns spending all mana to draw a lot of cards that can't be played (because we ran out of mana).
The goal is to interact with Alirios and create a reflection at least once per turn and set up the next interaction for the next turn.
We'll need 3-4 mana on any turn to reflect.
Any draw spell over 3 mana probably doesn't fit.
Draw spells should draw 2-3 cards.
Mana Rocks (Goal: 8)
Mono Blue with many easy casting costs requirements (mostly single U, including Alirios).
Pick colorless options if more efficent.
Enters tapped may not be important. Just set up for next turn as long as we played Alirios (check this is true).
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