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I put this deck together out of the Planechase 2012 Vela Deck (reprinted in Anthology) and then whatever cards I had lying around the house.
Key Cards:
--Infinite Reflection
Lots of possible effects, including...
1) Turn all of your creatures into Vela the Night-Clad. Legend Rule causes you to sac all but one. X Velas see X-1 Velas leave play for X(X-1) life loss to all opponents. So if you have Vela with six other creatures in play, your opponents will each lose 42 life when this resolves. Ghastly Conscription can help set this up.
2) Turn all of your creatures into Gray Merchant of Asphodel. This doesn't do anything right away, but each creature you play afterwards comes into play as Gray Merchant of Asphodel but costs a lot less to play, and you get Gray Merchant's ETB each time.
3) Turn all of your creatures into Glen Elendra Liege. Each one gives all of the others +2/+2 and they all have flying, so if you have 6 creatures they'll each be swinging as 12/13 flyers.
4) Turn all of your creatures into Perplexing Chimera and lock down the board until you play a bounce board wipe like Devastation Tide or Evacuation. This one is mostly for the lolz.
5) Turn all of your (non-token) creatures into an opponent's value creature. I turned all of my creatures into an opponent's Rampaging Baloths, which gave me lots of landfall triggers! The possibilities are really endless here, or--dare I say--infinite.
--Rite of Replication
Same logic as Infinite Reflection. Create 5 copies of Vela the Night-Clad. Your original Vela and the newly created Velas each see 5 Velas leave play for a total of 30 life loss to all opponents. Or play it on Gray Merchant of Asphodel to drain each opponent for a minimum of 72.
--Inkfathom Witch
You have lots of small creatures with evasion, so making them all base P/T of 4/1 can get a lot of damage through.
--Quietus Spike
You can throw it on a small, unblockable creature as early as turn 4 and start halving everyone's life. Scytheclaw is less effective because it costs more but it does the same thing, plus Vela can give the Germ token intimidate.
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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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Additional Probabilities |
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