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To play your deck at an official ("DCI-sanctioned") tournament you need a deck registration sheet. Here you can download such a sheet pre-filled with the cards in this deck!
Please note: This is not an official DCI service. So please always make extra sure that the sheet contains all the cards in your deck and fulfils all DCI requirements. If you notice anything wrong, please let us know. DCI is a trademark of of Wizards of the Coast LLC.
Get cheep creatures onto the battlefield as fast as possible to use them as hosts. The Trials are meant to deal the biggest blow in this deck, and the cartouche interaction with the Trials only works if there are creatures to enchant. With Ornithopter for a free Turn 1 body and Naga Vitalist for ramp, the Trials have plenty of room to enter the battlefield early. Fleetwheel Cruiser, especially when coupled with Siege Modification, is also a great body to slap a cartouche on for a Trial(s) recall. Trial of Strength is the Trial of choice to play as soon as possible(in a vacuum) for more creatures, with Trial of Zeal designated to player damage and Trial of Ambition on selective removal(both of which are, again, in a vacuum as well), albeit less effective than spot removal. For better removal, Yaheeni's Expertise can be a reasonal boardwipe, as well as playing a free Trial afterwards! Even with all of this, Trials are useless without more cartouches to recall them, so after a good number of cartouches are attached to the creatures on the board, play a Perpetual Timepiece to self-mill for better options at finding the cartouches, and for quick graveyard recursion to start the process all over again. (Experimental deck, haven't made it yet or playtested it on Untap.in, so any and all feedback is welcomed and appreciated!!!)
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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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