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Para jogar com seu deck em um torneio oficial ("sancionado por DCI"), você precisa de uma folha de listagem de deck. Aqui você pode baixar tal folha já preenchida com os cards desse deck!

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Favor notar que: Esse não é um serviço oficial DCI. Logo, sempre se certifique que a folha contém todas as cartas de seu deck, e atende a todos os requisitos DCI. Caso note algo errado, favor entrar em contato conosco! DCI is a trademark of of Wizards of the Coast LLC.

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The ultimate goal is to make our opponents lands into swamps and then doing a bunch of damage to them because of it. How?

Step 1: Cycle. In the turns prior to casting Golos, cycle away all of the control pieces you don't need to draw more cards. Cycle lands as needed to not get flooded. The main exception to doing some cycling early on is if you have a card like Roots of Life or some other not very threatening pay off for later (Chromatic Lantern is another good one to get down early) .Preferably get as many bounce lands as you can on board to minimize the damage from your own lands being swamps (we'll get there).

Step 2: Cast Golos. Search up your Urborg, Tomb of Yawgmoth 99% of the time (a Reliquary Tower might be preferred in some cases). This card is what will win you the game most likely, so getting it out early is a fantastic idea.

Step 3: Don't lose. Most of the cycling cards in this deck have effects to deter your opponents' strategies, so after getting your Urborg the ultimate goal is to accumulate value pieces and wait to get your best win cons before going off. Things to look for here are cards like Astral Slide / Astral Drift to get rid of opponent's attackers*, Drake Haven for drakes, or the Gitrog Monster for even more card draw and ramp. Dread Presence is fantastic card draw and removal as well, especially if you pull off a monstrous Scapeshift or Splendid Reclamation. Getting your lands back from the grave is very good as you will have tons of cycled lands lying there just waiting to come back. Feel free to use Golos' ability if you don't have anything better to do, but it's usually my last resort, as I usually have better things to do and this deck isn't designed around that ability. Lastly, if you get a Fluctuator or a New Perspectives, play them. Cycling digs through a lot very quickly if it's free or two less (which is free for 25 of our cyclers) and gets absurd value if you have a payoff like Archfiend of Ifnir out.

  • This can also be used to protect your own creatures from removal because cycling is instant speed. Also, you can save opponents' creatures if necessary or just as an added bit of politics.

Step 4: Do a lot of damage. The best ways to do this are with the cards that care about swamps (i.e. Karma, Stern Judge). This is why we run so many bounce lands. In doing so, the amount of swamps we have is minimized, meaning we take less or the same amount of damage from these while having a ton more mana. As a side note, Roots of Life is a great way to make sure you don't die as fast as your opponents do from your various effects.

So yeah, get your Urborg, get a bunch of mana and overwhelm your opponents with their own swamps. Hope you like it.

Credit to DougY: Too-Specific Top 10 - Swamped

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This deck does not appear to be legal in EDH / Commander.

Problemas: Golos, Tireless Pilgrim is banned.

Turno: Your life: Opponent's life: Poison counters:
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