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The motivation behind building this deck was to find a way to combine the Simic (copy nontoken creatures on ETB) and Izzet (copy instants and sorceries on cast) aspects of the Commander in the same deck. Arguably the strongest sorceries that can be played in blue are Extra Turn spells, which help us get more time to establish our win condition(s).
General Strategy: You're going to want to start with a noncreature ramp piece, one piece of interaction, 1-2 creatures up to 4 cmc (or Mulldrifter), and preferably a green/green+blue source in your opening hand. With this start, you should be able to get the ball rolling on ramping into Riku or some interaction.
With all of these extra turns, we are looking to win the game by one of two methods:
1.) Biovisionary with 3+ copies: Biovisionary is one of the few instant win conditions that do not have you wait until your next upkeep to win the game. With 10 separate ways to copy Biovisionary (each which are copy targets of Riku; Saheeli's Artistry was added later to make the deck 100 cards which makes 11), there are plenty of ways to ensure you can win without waiting for the rest of the table to respond to the win on board.
2.) Burn: With Impact Tremors and Purphoros, God of the Forge we are able to deal damage to each of our opponents whenever a creature enters the battlefield under our control (these triggers are copied with Panharmonicon).
Infinite Combos:
1.) Turntimber Ranger + Arcane Adaptation/Xenograft + Impact tremors/Purphoros, God of the Forge: Turntimber Ranger creates a 2/2 Wolf token whenever it or another Ally enters the battlefield. With the one of the two blue enchantments giving the creature type Ally to everything entering your battlefield, this will continuously trigger Ranger to make another 2/2 Wolf (now Ally) token. Pairing with the red enchantments will cause a loop to burn your opponents out.
2.) Progenitor Mimic + Archaeomancer/Eternal Witness + Time Warp/Walk the Aeons: This loop will cycle you through infinite turns by only having to pay for the extra turn spells. This will often get the table to concede as you have demonstrated that you can prepare your win conditions while grabbing counter-disruption in case someone tries to stop it (eventually once Swarm Intelligence is in play, you'll be netting 1 additional extra turn for each time your extra turn spells are cast, giving you time to build your board without having to worry about casting an extra turn spell every turn).
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Probabilità Addizionali |
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