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H E L L O A N D W E L C O M E TO K Y N A I O S & T I R O L A N D S . D E C

Group Hug is my favorite playstyle, involving inexpensive spells that give everyone a benefit in card or resource advantage, and controlling the game with removal and board control to keep everyone neck-in-neck for as long as possible.

I take pride in any memorable situation this deck causes. That time Bear Force One swept a table of six including himself, on turn 5? Awesome. The 80 card hand full of counter backup that still didn't win you the game somehow? Perfect. Policing Golos while the casual Hallar kicker tribal deck does the exact things it wasn't expecting ever to do? You're victory is my pleasure, friendo.

Group Huge alone, however, is not sustainable praxis, which is why this deck contains so many lands--more lands than spells, actually. There are three basic game plans that stem from early game communism.

Plan A is to leverage massive amounts of mana into a game-ending Approach of the Second Sun . Plan B is repeatedly forcing someone to draw using Blue Sun's Zenith or Fascination until they are overwhelmed with choices. Plan C is the harshest: use Tabernacle at Pendrell Vale to control the board and stick a Marit lage thanks to Dark Depths and Thespian's Stage , recurring with Life from the Loam as needed. This is the main way the deck can win in 1v1 situations, using any goodwill from early game to stay alive when one player inevitably gets ahead.

This deck is meant to be modal. Want to play against three precons? They might actually be functional decks when the 4th is K&T. Want to have a fighting chance against three decently-tuned death machines? They won't function for long when the 4th is K&T.

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94% Casual

Competitive

Date added 4 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

74 - 0 Rares

16 - 0 Uncommons

4 - 0 Commons

Cards 100
Avg. CMC 3.33
Tokens Bird 2/2 U, Boar 2/2 G, Copy Clone, Marit Lage, Spirit 1/1 C, Treasure, Zombie 2/2 B
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