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I think it's crucial to briefly clarify the goals of my deck building to better understand what are the choices that led me to choose a certain type of cards, instead of others. My MTG experience started back in 2003 when I bought my very first deck and since then I slowly improved my knowledge in the game mechanics and decks building. I always played for fun against friends and so my ultimate goal is having good time together. This viewpoint drasticaly limits my Magic deck building experience to non-tournament only, but it definitely has its own benefits in money saved and a much wider card choice I can pick from.
Said so, these non-written rules apply to all my decks and lead to good games more often than not.
The cards must:
Devour and Landfall are two examples of good game mechanics, +1/+1 Counters and Tribal are too: sinergy improves the overall deck gameplan and focus more on the play and less on the single cards. Perfect sinergy means that no matter what card I draw this turn, I'm sure it will fit my strategy. A deck based on a crazy-powerful card naturally shrinks the strategy to focus on that card only, worsening the overall deck mechanics and enjoyment. Infinite combos are the nemesi of good games: play them to win, or lose otherwise. I don't like them, there's no point in having one into my for-fun decks.
This deck continues the series of decks based on crappy cards that no one wants to play with and brings it to the next level. It also covers the two main holes of my deckbuilding adventure: Izzet and Control decks. This one focuses on opponent's card draw and delivers consistent damage through a couple of instants and support permanents. This mechanics proved to be very fun to play and still devastating against different type of decks. Artifacts like Howling Mine and Temple Bell increase the card draw consistency for each player and while they improve our own play, they also trigger the offensive strategy based on the Runeflare Trap and Cerebral Vortex. Moreover, Ebony Owl Netsuke and Fevered Visions keep the pressure on adding extra killing option to our mechanics.
But most low-mana decks have no problem playing multiple cards at once and in many cases our base strategy can't work: that's why we use other tricks to keep our opponents with a full hand every single time. It's super effective to wipe the board using Call to Heel and Whelming Wave as they also trigger Molten Psyche and the trap. Swans of Bryn Argoll is perfect against big creatures, as it can't die and makes our opponent draw a lot more cards. It proved to be exceptionally good during actual play.
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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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