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Writeup by u/anynewprovince

How do we plan on keeping the hand half-full?

This deck centers around the synergy between Plow through Reito and Empyrial Armor. Plow helps to break the fundamental “draw 1 card per turn” rule of Magic while Empyrial Armor helps us get our opponent to a critical enough life total that a single Plow on turn 5 or 6 should end the game.

Mono-white Empyrial Armor builds suffer because they’re incapable of producing enough card advantage to keep their hand full. We could go the route of bouncing prisms like GGman succeeded in the doing in this weekend’s challenge but I decided to go in a different direction. I’m using 2-for-1 creatures like Thraben Inspector, Kor Skyfisher and Heliod’s Pilgrim to always replace themselves in hand with their enter the battlefield triggers. Kibler’s favorite Squadron Hawk drives this idea home by not only replacing itself but increasing your cards in hand by up to 3 spells.

This deck is trying to be aggressive. While it does have some direct removal in a few copies of Journey to Nowhere this deck is hoping to mimic Mono White Heroic in using Deftblade Elite alongside first strike effects like Cartouche of Solidarity and Hyena Umbra to create an insatiable abyss that doubles as a threat.

Sacred Cat and Icatian Javelineers round out the weenie package while some Heliod’s Pilgrim targets like Lifelink and Cho-manno’s Blessing provide tutorable protection.

Etiquetas

Turno: Your life: Opponent's life: Poison counters:
Mano (0)
Library (0)
Graveyard (0)
Exile (0)
Board (0)

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¿Si juego una carta veces en mi mazo de ? cartas, cuan probable es robarla veces?
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» Revisión 2 Julio 20, 2020 yous1964
Revisión 1 Julio 20, 2020 yous1964
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