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This deck is built around the cards Fluctuator and Laboratory Maniac. These cards don't work directly in the combo, but if you cycle the entire deck with Fluctuator and play Laboratory maniac once you draw it, you will mill yourself until you win with Laboratory Maniac. This deck is basically colorless, so don't worry if you've never played 5 colors before. Here is the ideal situation in which you win on turn 3:
Turn 1: Play a land.
Turn 2: Play an untapped land (Island or Blasted Landscape). Play Fluctuator.
Turn 3: Cycle through your deck until you find Laboratory Maniac and the Island (if you don't already have an untapped blue source, in which case you should need the next untapped land). Play Laboratory Maniac, and continue to cycle through your deck until you are out of cards to draw, winning you the game with Laboratory Maniac.
This seems like an unlikely situation, but it is easy to win on turn 4 if you don't have an untapped land. If you don't start with Fluctuator in your opening hand, you should mulligan down to as low as 4. In the opening hand tab, I tested with mulligans and in 5 of 10 games, the deck would win on turn 3, in 4 of 10 games the deck won on turn 4 and it 1 of 10 games, it won on turn 11 :( . I think that that was an extremely lucky draw, and mathematical statistics wouldn't come out with he same results, but I still think it could win 8 of 10 games by a reasonable turn. If you need Fluctuator, or lands, a few of the cards can hold off your opponents for a few turns, like Disciple of Grace and Constricting Tendrils. This deck is very weak against sideboarding and I reccomend it for casual play (or insanely low key Legacy tournaments if they exist). I m open to any suggestions on how to improve this deck.
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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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