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Please note: This is not an official DCI service. So please always make extra sure that the sheet contains all the cards in your deck and fulfils all DCI requirements. If you notice anything wrong, please let us know. DCI is a trademark of of Wizards of the Coast LLC.
Get out the inspiring statuary as quickly as possible, preferably with a contraband kingpin on the board already. Generate as much treasure as you can manage, then finish off your opponent with your now super cheap marionette master, or wait a turn with the mechanized production.
I thought about the treasure map but it effectively takes 3-4 turns to get your three treasure out of it, tying up one mana each time. It's much more efficient just to cast cheaper spells (remember the statue can also help with improvise) that do things AND create treasure.
If you don't have your statuary in hand at the start, use the Cranes to go find them. At the very least they'll make fodder for your opponent while you wait them out for the dramatic finish.
Giggle in glee as you turn their nasty spells into treasure and slow them down by making them cast the same creatures twice with depths of desire while you get the payoff (or by simply unsummoning your own mana producers.
Sideboard - swap out failed inspections and whatever else you feel isn't helping to deal with problems your opponents throw up. Make sure you save enough mana to protect your game winners before they come out.
The plunderers will get mighty big, creating quite a distraction for your opponent, hiding your true intent.
This deck is still a concept deck. Open to suggestions.
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