Format compatible avec la plupart des logiciels Magic, y compris Magic Workstation et Cockatrice:
For MTG Arena:
For Magic Online (MTGO):
Autres
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A few guidelines for playing this ridiculous deck.
Rule #1: Always open with a gainland on turn 1 if you have it in your opening hand. This is for two reasons.
The first reason; In the first few turns, you very likely want to be responding to threats your opponent plays, so you want them to cast a card first. Also having untapped lands on turn 2 and 3 much more critical than t1 (most of the time).
The second reason; the gainlands are the worst cards/lands in your deck. They're necessary, but they're the worst. So getting them out of the way as soon as possible is the best course of action whenever possible.
Rule #2: You are a midrange deck. Most games will follow this line "I removed their aggressive start, then followed up with a 10/10 trampler and closed out the game"
Moldervine cloak is low key the best finisher you have. It turns every single creature into a 6+ toughness creature, making them incredibly hard to deal with in combat alongside all of your burn spells.
Your gameplan is (almost) always going to revolve around shutting down your opponents initial aggression then just going waaaay overtop whatever they look to build after that.
A few Notes on the Sideboard.
I like an eclectic sideboard. I feel like there are a lot of strong cards that fulfill similar goals with slight advantages elsewhere. For example, Gorilla Shaman is great against affinity. But I can also bring it in against removal heavy matchups where just keeping a creature on the board will win me the game. Pulse is good against removal based matchups, but also has good synergy with Faerie Macabre because I can buy it back. Having both Blazing Volley and Electrickery is good times in confusing your opponent on what you have available to you and when. If you're sitting on three mana, they have to consider that you can still wipe the board for 2 damage to everything, and respect it.
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