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Premise:
*Control deck focusing on hand disruption. The deck keeps the opponent's resources to a minimum throughout the game and slowly grinds them out.
Why this deck now?
*The format has substantially slowed down. A lot of the meta is midrange decks and tempo flash decks. If you hit these decks early with disruption, I feel you can safely grind out a win.
My thoughts on this particular deck?
*Dinir seems a little underpowered in comparison to the other versions.
Why did I try Dimir?
Ease of casting spells and consistency. It is the easiest way to always cast your spells on curve.
Next I'm interested in trying a 4 color planeswalker build.
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Double-click to open card details.
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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