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Explore and Journey of Discovery are both options. Both dig you deeper to your combos and are on color.
If I find that I have too much mana, Journey sees like a great addition.
My favorite combo is Stone-Seeder Hierophant + a bounce land (Simic Growth Chamber)
This lets you play the land, untap it, tap it for 2 mana, then return it to your hand. Board state is the same as when you started. Repeat for each time you can put a and into play.
Freed from the Real makes it infinite with the land dorks.
Oboro Breezecaller fills a similar role: play a bounce land, pay 2 to untap it, tap it for 2 mana, then return it + another land to your hand. Useful for the Sunscorched Desert kill.
Floodbringer lets you tap lands on your opponent's upkeep, to keep them slow enough for you to play your things. Grazing Gladehart also just keeps you alive.
Snap and Vines are protection and, snap doubles as mana acceleration. Mulch/Winding Way gets you those lands to play. It's risky because you can lose your Freed from the Real though. Fathom Seer is kind of meh, drawing cards is good, but if you don't have the land dorks, then it hurts.
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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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Additional Probabilities |
Compare | Revision | Created | By | |||
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» | Revision 5 | May 22, 2020 | MonteTribal | |||
Revision 4 | September 7, 2019 | MonteTribal | ||||
Revision 3 | September 6, 2019 | MonteTribal | ||||
Revision 2 | August 11, 2019 | MonteTribal | ||||
Revision 1 | October 25, 2018 | MonteTribal |