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Sorcery (2)


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There are two possible approaches with this deck. Pray you can mill the other player by turn 5/6, or use the powered up creatures whose power/toughness are based on number of cards in other player's graveyards.

The strategy is obvious and not new. Hedron Crab and Ruin Crab are the quick mills. Play Glimpse the Unthinkable and Breaking / Entering for stupid low cost to dump large loads into enemy graveyards. Thought Scour has really cool art work.

By turn 5, chances of winning by mill is low if not done on this turn. So use the annoying cards such as Wight of Precinct Six, Consuming Aberration, and Jace's Phantasm. They should be good to go at this point. At least there is a back up plan if you can stall the game long enough.

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Revision 6 See all

(3 years ago)

-2 Circu, Dimir Lobotomist maybe
-2 Darksteel Myr maybe
+1 Island main
-1 Jace's Phantasm main
+4 Merfolk Secretkeeper main
-1 Swamp main
-4 Thieves' Guild Enforcer main
-1 Wight of Precinct Six main
Date added 3 years
Last updated 3 months
Legality

This deck is Modern legal.

Rarity (main - side)

2 - 0 Mythic Rares

14 - 2 Rares

14 - 0 Uncommons

10 - 0 Commons

Cards 60
Avg. CMC 2.61
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