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Fiendish Grace

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My Deck focuses upon neutralizing opposing creatures with instants and sorceries, redirecting or canceling opposing spells, and supporting powerful medium-high cost creatures with enchantments, and an entourage of low-cost flying creatures with death-touch. These smaller creatures are low-cost, and serve as an excellent offensive line in the early game, and their powers allow them to counteract opposing creatures quite well. In mid-late game, they form a defensive line for multiple medium-high cost, powerful creatures. I can neutralize or take control of opposing creatures, preventing the deconstruction of my strategy. I have several high-cost ace-in-the-hole cards, which can turn the tide of battle if my strategy happens to fail late in the game. (Such as In Garruk's Wake, which destroys all creatures and Planeswalkers which I don't control, or Worst fears, which allows me to take my opponent's next turn for them, controlling all of their creatures, and taking all of their actions as I see fit). I also have a few low-cost walls, (such as my Fog Bank, which has the added bonus of immunity to most forms of damage.) which serve as a powerful defensive line in the early game, before I have built op my cadre of smaller deathtouch bearing creatures.

I have a Mnemonic Wall, which also supports my strategy by allowing me to re-use instants or sorceries, as well as an Archaeomancer, which serves the same function.

Both are relatively low-cost.

However, whereas these merely return an instant or sorcery card from my graveyard to my hand, and can only do so once, I also have a low-cost card called Elite Arcanist. When I play my Elite Arcanist, I exile an instant from my hand, and can then play that instant whenever I wish by paying its mana cost, and tapping my Elite Arcanist.

Instants and sorceries play a large part in my strategy, as they allow me to disable enemy spells and artifacts in the early-mid game, paving the way for my ultimate strategy, and allowing me to dismantle troublesome opposing tactics.

Most of my instants and sorceries focus upon the task of eliminating creatures. However, some are also directly beneficial to my Ultimate Strategy, such as Public Execution, which destroys an opposing creature, and gives all of the creatures which that opponent controls -2, -0 counters for the rest of my turn. I usually use these consecutively, in order to mount my Final Offensive, once I have two or three powerful creatures, as well as however many mid-level creatures that ended up surviving, and my cadre of weaker, strategically relevant creatures with deathtouch.

In short, my deck is a fast-paced arms-race style deck, built to drag down my opponents with instants and sorceries while building up a stable and dangerous base of creatures in preparation for the death blow, and protecting myself with high-defense walls, and flying creatures with deathtouch.

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