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Jund Curse of the Trials (Standard)

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

Problems: Not legal in this format: Foul Orchard, Cartouche of Ambition, Cartouche of Strength, Cartouche of Zeal, Fatal Push, Fleetwheel Cruiser, Perpetual Timepiece, Servo Schematic, Siege Modification, Trespasser's Curse, Trial of Ambition, Trial of Strength, Trial of Zeal, Yahenni's Expertise, Naga Vitalist, Ornithopter, Cartouche of Ambition, Cartouche of Strength, Fleetwheel Cruiser, Naga Vitalist, Siege Modification, Trespasser's Curse, Trial of Ambition, Trial of Strength, Yahenni's Expertise.

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