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Transmute and roll

Modern

gi3rt


The idea here is to cycle cards between the battlefield and hand, to abuse the most out of entering-triggered effects and to exploit the stack as much as possible.

The true star here is the master transmuter, combined with sphinx summoner to allow for a lot of fetching and card controll. Hegdemon is there for similiar reasons, except focused on the graveyard. Metamorph and unwinding clock will make sure you can use these effects more often, while the wellspring gives a useful and cheap card to return to hand. Another cool card to return is the chalice, essentially kicking itself if used cleverly.

Dispatch, rebuttal and scourglass will shut down your opponent, and a fetched, transmuted platinum angel is almost unfair.

The tidehollow sculler, if returned as an instant to its own cast, will return the card to your oppnent's hand before it was even exiled, leaving it exiled forever. Use this on your opponent's upkeep for added douchebaginess.

Lastly, the Sphinx of the steel wind simply adds the oomph when needed.

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Date added 9 years
Last updated 2 years
Legality

This deck is Modern legal.

Rarity (main - side)

6 - 0 Mythic Rares

20 - 0 Rares

15 - 0 Uncommons

5 - 0 Commons

Cards 60
Avg. CMC 3.66
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