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Flash Company (Frontier)

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A heavy dose of flash creatures with ETB triggers. Heavy tempo deck that is excellent against creature based decks. Only 13 main deck cards that cannot be played at instant speed. The goal is to be reactive, like a control deck, but at the same time put on a ton of pressure on in the early turns.
Midgame is where we can pull away (like most CoCo decks). The change between our mid and most CoCo decks is that we play Elder Deeo-Fiend. Coco is often a blowout card when played correctly, and Deep-Fiend gives us another surprise element. Deep-Fiend will basically always have a chump to target for emerge, making him another spell that costs 4 that puts us at a clear advantage. If nothing else it is just laughably fun to play the card. When you add in Avacyn, your opponent never knows what to expect when their turn rolls around and we have 4 or 5 mana.

The sideboard creatures are divided up to help the deck with diversity. If your on the play game two or three you want to side out the Knight's for Recruiter's. If you are playing against heavy removal then you want to go with Selfless Spirit's.
We are also playing a lot of creatures with ETB's that are not great against control decks, so we go Mindcensor and Refiner in those matchups over Reflector Mage.

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This deck appears to be legal in Frontier.

Turno: Your life: Opponent's life: Poison counters:
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