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The goal of the deck is to use turns 1 and 2 to setup your acceleration or fix your hand, then to use turns 3 and 4 to hopefully double creature or at least play a Regisaur Alpha turn 3.
Why mana reducers over mana dorks?
The point is that you can have some explosive turns. If you play two of these creatures turns 1 and 2 then turn three can net you:
a) 3cmc creature + 4cmc creature
b) Regisaur Alpha (Same as two dorks)
c) Marauding Raptor + two 3cmc creatures or three 3cmc creatures.
There are games where you can empty your hand on turn three.
*Three toughness helps them survive against cards like Shock, Disfigure, and Goblin Chainwhirler.
Marauding Raptor is silly with Enrage creatures.
*Raptor + turn three Ranging Raptors is explosive ramp (especially with a second creature), if you do get to play Ranging Raptors with the Kinjalli's Caller Marauding Raptor pair then the extra land you net can be very important to empty your hand turn 4 or to to cast Embercleave.
Rampaging Ferocidon is such a great aggro card.
*Shutting off life gain is big and Menace makes it a sticky Embercleave target.
Kinjalli's Sunwing seems underpowered but it is actually a major player in the deck.
can be cast for 1 and flying helps get more damage through.
blockers entering tapped makes Embercleave even more lethal.
*shuts down the opponents haste creatures.
The turn 4/5cmc creatures are big hitters with upside.
Regisaur Alpha turn 3 puts Embercleave very online and if you double creature the next turn with haste then it is over.
Ripjaw draws a card if it is blocked and draws a card right away if you have a Marauding Raptor.
*Shifting Certaops can use an extra mana to get haste, the is relevant because sometimes you will have one left over with reducers doing work. Pro blue and uncounterable are big in a world of Teferi's and Brazen Borrower.
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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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