Thieves' Guild Enforcer

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Thieves' Guild Enforcer

Creature — Human Rogue

Flash

Whenever this or another Rogue enters the battlefield under your control, each opponent mills two cards.

As long as an opponent has eight or more cards in their graveyard, this gets +2/+1 and has deathtouch.

BirdieGirlie on Black Parmesan

8 months ago

This is a very, very intriguing start of a decklist!!!! I was just looking at another deck that had the enchantment Skybind - I think it would be fascinating to do a black/white deck combining some of these very powerful ETB effects with the flicker effect of that card, multiplied by Panharmonicon!!!!

Just some random black, white, or black/white cards I think might have good ETB effects for this concept:

Gnawing Vermin

Thieves' Guild Enforcer

Cauldron Familiar

Blood Seeker

Burglar Rat

Corpse Knight

Corrupt Court Official

Dirty Rat

Gatekeeper of Malakir

Tainted Adversary

Basilica Bell-Haunt

Company Commander (I mainly play big casual multi-person games so this suggestion is with that in mind!)

Slumbering Keepguard

Soul Warden

Charming Prince

I'd make a list of all the cheap enchantments I think might work for this too, but I see I am already going overboard.

Tbh I am a fairly new player and very new to deckbuilding but thought I'd drop you a line!!!

amicdeep on

1 year ago

guessing your trying to stay budget so will try to keep that in mind in recommendations

Dauthi Voidwalker unlockable, utilises discarded cards, alows you to steal opponents removal and tempo plays. run 4

Thieves' Guild Enforcer play a couple of rogues and shes a 3/2 deathtouch for 1. ideal 1 drop run 4

Changeling Outcast strictly better than boggart or stinger, run 4

Vampire Cutthroat runs better than boggart or stigger most of the time, use as extra 1drop if needed

Bad Moon you have only one load effect, this doubles your lord run 3-4

lands Castle Locthwain run 2-3 Hive of the Eye Tyrant run 2-3

as your a creature deck sometimes you get wiped an need to rebuild (this is not a budget card) Agadeem's Awakening  Flip run 1-2 Takenuma, Abandoned Mire literally no downside and makes the deck slightly better, run 1

if you have a land slot left unused Ifnir Deadlands also exists and is solid removal in the late game.

you ideally need some more and better removal literally anything. a mix of Victim of Night, Eliminate, Infernal Grasp, Bloodchief's Thirst

in an ideal world you'd also run 4 Bitterblossom (if you do run 4 Morsel Theft which you should be running 4 of anyway the 6 life shift on a cantrip for 2 is on of the main reasons to run rogues)

cards to drop. Oona's Prowler, Frogtosser Banneret, Noggin Whack, Defile, Prickly Boggart. all have better options for the slot

i also find that Earwig Squad tends to do much better in the sideboard (its an excellent hate card agaisnt some decks but a bit useless against others)

Spirits on Kaalia, Mirror Breaker EDH

1 year ago

Hey LordKunai,

It's a good thought. None of those are really utility cards outside the combo either. Thieves' Guild Enforcer maybe could be used to disrupt top-deck tutors like Vampiric Tutor or Mystical Tutor.

Mana cost isn't a concern because WGD makes infinite mana, but outside the combo Necron Deathmark pretty awful too, so is Bogardan Hellkite but he is playable with Kaalia of the Vast from hand and works with Dragon Tempest etc.

If an opponent has a shuffle titan in their deck too, then this line of play wouldn't kill them either. It's a great line of though, but none of those are quite there yet as combo pieces but also utility outside the combo.

LordKunai on Kaalia, Mirror Breaker EDH

1 year ago

necron deathmark has removal with it but if cheaper cmc is better: Nimana Skydancer or for 1 cmc Thieves' Guild Enforcer?

wallisface on Blue/black mill

1 year ago

Some thoughts:

  • It looks like you're currently trying to do 3 different things here: mill your opponent out, combo-off, and deal them 20 damage. This is just going to weaken your overall gameplan because whichever way to try to win, only half of the cards you draw are going to help with that. I would suggest you reorganize the deck to be entirely-focused on the mill plan, entirely focused on the Duskmantle Guildmage combo, or entirely focused on the beatdown plan.

If you're wanting to build a Mill Deck:

  • There are no creatures at all worth running except for Hedron Crab and Ruin Crab. Nothing else is even remotely worth the effort of running, because nothing else really helps with the goal of milling your opponent.

  • Also something to be aware of, is that you need any card that is milling to get at least 8 cards from your opponents deck (try to compare mill spells as burn spell, except you need to do 53 damage instead of 20 - so the same way that burn can never justify running Shock, mill can never justify running Tome Scour). Any less than this, and you just end up empty-handed with your opponent still alive. So I would suggest ditching Mind Grind, Tome Scour, Traumatize, both the planeswalkers, and your artifacts. I would also say to get rid of Fraying Sanity because that card is just bad. Instead look to add things like Fractured Sanity, Maddening Cacophony and Archive Trap.

  • You'll want a decent amount of interaction in the form of Surgical Extraction and Fatal Push, as well as Drown in the Loch. Crypt Incursion is also great to keep yourself alive longer

  • An example deck of how this looks here


If you're wanting to build a Combo Deck:

  • you'll want to up your copies of Mindcrank to a full playset. You also want ways to fetch both your combo pieces in the way of cards like Dimir Infiltrator and Muddle the Mixture, as well as draw spells like Consider or Serum Visions.

  • Duskmantle Guildmage is the only real creature you need to run, though its worth also considering Spellskite as a way to protect your combo pieces, and Vendilion Clique as either a way to fix your own hand, or mess with your opponents.

  • Your other cards should mainly be focused on ensuring your opponent can't disrupt what you're doing. Spell Pierce and Counterspell will be great here, as well as proactive cards like Inquisition of Kozilek. Because you only really want to slow your opponent down, stuff like Vapor Snag can be decent too (note this card can also start the combo triggering once you have the pieces in play).

  • A budget dechtech example with description, list & video this deck here


If you're wanting to build a Creature-beatdown Deck:

  • You probably don't want to be doing much milling at all, or at least you don't want to be running any cards that only mill. The most practical route to go down is probably using Rogues, with cards like Thieves' Guild Enforcer and Soaring Thought-Thief.

  • A budget dechtech example with description, list & video this deck here

kirbysan on [Primer] Helming the Host of Heaven *Update*

1 year ago

Guerric

My typical decks are Muldrotha, the Gravetide recursion, Teysa Karlov aristocrats and a Shorikai, Genesis Engine mechs. Those three usually have big flashy plays for instant wins so this deck definitely plays different. I looked over your whole primer and took your advice to heart to reduce the number of changes and focus only on your new additions and lands. I ran a few games using your methodology for mid-range aggro decks and listed how the deck performed. Let me know if this helps helm the host!

Opponents: Jhoira, Weatherlight Captain & Yuriko, the Tiger's Shadow

Starting hand was very strong, I held a Youthful Valkyrie, Bishop of Wings, Righteous Valkyrie, Vanquisher's Banner as my draw card and 3 lands which included a fetch and Nykthos, Shrine to Nyx.

T1 - Fetch to Plains

T2 - Nykthos, Shrine to Nyx + Giada, Font of Hope

T3 - Plains + Bishop of Wings + Youthful Valkyrie

T4 - Plains + Using Nykthos, Shrine to Nyx to cast Pearl Medallion & Mangara, the Diplomat which I had drawn into.

T5 - I drew 1 off Mangara, the Diplomat. Jhoira had played a Words of Wind forcing us to bounce Pearl Medallion. Yuriko saw our scary board state and hit us with a few unblockables but we still remained above 40 life.

Land + Pearl Medallion + Smuggler's Share (drew) + Starnheim Aspirant (drew) + Righteous Valkyrie.

T6 - I drew 1 off Smuggler's Share and 2 off Mangara, the Diplomat. Jhoira started building their boardstate with their commander out and a bunch of rocks. Yuriko had a few creatures out and was chipping away at our life totals.

At this point I could've slow played it further but with 2 draw engines out I felt comfortable in restocking my hand.

I played Vanquisher's Banner + Archangel of Thune + Valkyrie Harbinger drawing 2 and swung in for a bunch bringing both of them to their low 20's while I shot up to 60+ life.

I drew 1 off Smuggler's Share and 1 off Mangara, the Diplomat but Yuriko played a Toxic Deluge for 11 wiping our creatures and bringing their life total into the low 10s.

T7+ - At this point my memory is foggy, I replayed Giada and a few low cost angels with Vanquisher's Banner which refilled my hand a bit. But Yuriko miracled a Devastation Tide and played an overloaded Damn. Eventually Jhoira got knocked out by Yuriko after trying to rebuild their board state twice. By the end I had whittled Yuriko down to lethal and played Bruna, the Fading Light  Meld reanimating Gisela, the Broken Blade  Meld from the graveyard but never got to swing with it as Yuriko conceded.

Opponents: Jhoira, Weatherlight Captain & Yuriko, the Tiger's Shadow

Starting hand was decent but I don't remember much of it since it got wheeled away with a turn 3 Windfall.

T1 - Fetch to Plains + Soul Warden

T2 - Seraph Sanctuary + Giada, Font of Hope

T3 - Plains + Crucible of Worlds

Lost 5 cards in hand to Windfall and drew a new 5. Jhoira played a Winter Orb and Yuriko played a Null Rod to shut down Jhoira's mana rocks. It also shut down my equipment in hand which was a Sword of the Animist and Mask of Memory. I stopped keeping track of the turns and cards played since the whole game slowed to a crawl. The one saving grace was that I never missed a land drop with the fetch land in the graveyard.

Yuriko kept playing Thieves' Guild Enforcer and changelings to try an alternate mill win strategy. I was hit with a board wipe and Giada was targeted twice. I overloaded Winds of Abandon which left the Jhoira open to be killed. I attempted to cast Emeria Shepherd which would've been perfect with my fetch land and 20+ cards in the graveyard but it was removed after it hit the board. Yuriko played 4 extra turns spells to try and whittle me down from high 30's to 8 but they ran out of answers and were dead on the crackback.

Opponents: Marneus Calgar, Ulamog, the Ceaseless Hunger & Faldorn, Dread Wolf Herald

I should've mulliganed this hand as it didn't have a draw spell but I didn't want to hold up the table and the curve looked good.

2x Plains, Teferi's Protection, Angel of Condemnation, Starnheim Unleashed, Resplendent Angel, Herald of War

I was able to build up a decent board state and there were no wipes all game. However, Faldron played a Wand of Wonder and began using my removal spells against my angels. Marneus dropped a Divine Visitation mid-game and started pumping out 4/4 Angels w/ Vigilance which stalled my attacks towards him signifcantly.

Towards the end of the game I was able to tap Starnheim Unleashed for 9 creating 4 Angels with Giada on the board pumping them to double digit beasts. Marneus had the scariest board state but only 4 Angels at the time so I figured I could swing wide and knock them out.

Unfortunately the Ulamog player attacked with a single unblockable voltroned Wurmcoil Engine against Marneus who cast an Entrapment Maneuver netting 10 4/4 Angels.

In the end Marneus had 16 Angels attacking me and I tried to buy time with a Teferi's Protection which got countered with a Dovin's Veto.

Opponents: Shorikai, Genesis Engine, Muldrotha, the Gravetide & Aesi, Tyrant of Gyre Strait

Starting hand was great against these commanders:

4x Plains, Dowsing Dagger  Flip, Battle Angels of Tyr, Smuggler's Share

T1 - Plains

T2 - Plains + Giada, Font of Hope

T3 - Plains + Smuggler's Share

T4 - Plains + Dowsing Dagger  Flip & equipped, swing and flip to Lost Vale, cast Battle Angels of Tyr with Giada and Vale.

Mid-game Shorikai played an Organic Extinction doing a one-sided board wipe and started hitting for double digits with vehicles. I tried to rebuild with Emeria Shepherd but she was countered by Aesi. Fortunately, Shorikai ended up scooping to play Warhammer making it a 3-man pod and all our board states were pretty even. I had drawn a card on each of his turns due to their Shorikai ability. Aesi had provided me a couple treasures but wised up and started dropping lands on opponents turns with Burgeoning.

This game lasted quite awhile so there was plenty of back and forth and a lot of answers were used on my board. Both Muldrotha and Aesi had an Unnatural Growth and were staring down each other. I patiently waited until they were both tapped out and had no answers to pull off this sweet combo:

I had Bishop of Wings & Giada, Font of Hope on the battlefield and tons of mana. I cast Bruna, the Fading Light  Meld into Emeria Shepherd. Cracked a Myriad Landscape for 2 Plains bringing back Righteous Valkyrie & Gisela, the Broken Blade  Meld. Since they had no responses I was able to merge to Brisela, Voice of Nightmares  Meld  Meld. Due to all the Giada triggers and lifegain I shot up from 20 life to 62.

Aesi was hamstrung due to Brisela's static ability and their creatures weren't big enough to swing into my massive angels. Muldrotha on the other hand attempted to swing in for a massive 59 damage due to Unnatural Growth but I used Teferi's Protection and won the game on my turn.

Opponents: Isshin, Two Heavens as One, The Scarab God & Aesi, Tyrant of Gyre Strait

Starting hand had no draw again but did have lifegain synergies so I decided to keep.

2x Plains, Cavern of Souls, Windswept Heath, The Book of Exalted Deeds, Archangel of Thune, Angelic Field Marshal.

I was only able to get one use out of The Book of Exalted Deeds trigger before Archangel of Thune was blown up and The Scarab God exiled it and copied it for their board. I actually drew a Mutavault and decided to do the combo of putting the Enlightened Counter on it. However when we got to the mid-game I felt like that was the wrong move to do so early.

Late game I had the following:

Giada, Font of Hope

Soul Warden

Seraph Sanctuary & a bunch of other lands

Angel of Vitality w/ 3 +1/+1 counters

Angelic Field Marshal w/ 4 +1/+1 Counters

Thorough Investigation

4x Clue Tokens

Between the Soul Warden, Angel of Vitality and Seraph Sanctuary I was gaining 2 life whenever they cast a creature and 3 whenever I cast an angel. If I'd let the book stay on the battlefield longer I could've had a free 3/3 angel on each of my turns. Instead I cracked clues rather than play out my hand to draw into more answers and win the game. The Enlightened Counter never came into play, but I reminded the table at the end that without any land destruction, I could've gone to negative life and still not lose.

Opponents: Lazav, the Multifarious, Delina, Wild Mage & Faldorn, Dread Wolf Herald

Forgot to take a picture of my hand this game but I kept Smuggler's Share as my draw card which ended up doing nothing. The Faldron player had already played a few games against the Giada deck so purposely missed double land drops to not give me a treasure.

Faldron cast an Etali, Primal Storm turn 6 with no haste enablers so I blew it up my turn. However, Lazav decided to copy it and the board had no answers. Lazav began swinging and got 2 rounds of Etali triggers which was pretty brutal. Since Lazav became archenemy, we teamed up to take him down bringing his life total to 4.

Perhaps the most memorable moment this game was that Faldron had suspended a Wheel of Fate so the whole table was playing out their hands for 4 turns, completely expecting to draw 7. When he went to removing the last suspend counter, Lazav cast Notion Thief so instead of us each drawing 7, he drew 28 cards. Unfortunately for him, he didn't have any way to use those cards to stop the flood of salt from the table and was killed shortly after by a pissed angel.

I was able to clean up the table after a few rounds with this final board state:

Giada, Font of Hope

Angel of Jubilation - just an anthem and would've shut down my fetches but I played it late game

Serra Avenger

Angelic Skirmisher

Angelic Sleuth

Linvala, Keeper of Silence - didn't stop anything on my opponent's board because they were all triggered abilities

Smuggler's Share

Thorough Investigation

Opponents: Lazav, the Multifarious, Yidris, Maelstrom Wielder & Aesi, Tyrant of Gyre Strait

Starting hand was top heavy but decided to keep:

Plains, Nykthos, Shrine to Nyx, Pearl Medallion, Sword of Hearth and Home, Well of Lost Dreams, Sword of the Animist, Archangel of Thune

I figured with 2 ramp equipments and lifegain comboed with the well I'd be setup for mid-game pretty nicely. What I didn't plan for was missing land drops for 2 turns and having Giada blown up twice. By this time, the Aesi/Faldron player had figured out that Giada was consistently winning and decided to put a stop to it.

However, that let Ydris really take the game away. By the end I only had 4 lands, Archangel of Thune equipped with Sword of Hearth and Home and a Pearl Medallion. Aesi died to a single 30+ swing from Ydris leaving myself and Lazav to deal with the massive board state.

I thought I slowed him down by playing Darksteel Mutation on Ydris when he had no cards in hand but he topdecked Sakashima's Protege to copy Ydris and start the pain all over again. With Ydris having lethal on board next turn the only way to stop it would be to top deck the one board-wipe in the deck. But Lazav shot himself in the foot by playing Gyruda, Doom of Depths tossing my top 4 cards into the graveyard. The top card was Winds of Abandon and Lazav whiffed on the Gyruda trigger much to his chagrin.

Opponents: Ghyrson Starn, Kelermorph & Roon of the Hidden Realm

Starting hand was decent: Plains, Plains, Thorough Investigation, Thraben Watcher, Search for Glory, Dowsing Dagger  Flip, Sword of Fire and Ice

T1 - Plains

T2 - Plains + Giada, Font of Hope

T3 - Plains + Thorough Investigation

T4 - Plains + Thraben Watcher

T5 - Nykthos + Dowsing Dagger  Flip & equipped, flipped to Lost Vale, Sword of Fire and Ice

On turn 6 I was able to knock out Ghyrson Starn, Kelermorph with the sword setting him back a turn. He responded the next turn by blowing up my sword. After a 2 board wipes Ghyrson was back in a threatening position. I cast Darksteel Mutation on Ghyrson which completely shut down his strategy.

Closed out the game with an overloaded Winds of Abandon and swung lethal at Roon. I was also able to hardcast Sephara, Sky's Blade which would've stopped any board wipe coming from Ghyrson. Nykthos, Shrine to Nyx was amazing yet again this game. I was able to tap it for 10 white using 8 to pay for the Winds and God-Pharaoh's Statue tax.

Opponents: Jared Carthalion & Isshin, Two Heavens as One

Starting hand was strong if a little slow: Fabled Passage, Windbrisk Heights, Eye of Vecna, Sanctuary Warden, Pearl Medallion, Battle Angels of Tyr, Serra Avenger

Ramp wasn't ideal and I saw the limitations of having too much colorless sources. The Plains, Windbrisk Heights and Giada, Font of Hope were the only 3 sources of white most of the game.

There were some pretty wild swings this game as Jared got all 5 colors turn 4 with some ramp and started dropping Kavu's. He played Knight of New Alara turning them into 8/8 tramplers and started swinging in for 24 damage each turn. Isshin dropped a Tectonic Giant, Fervent Charge & Aurelia, the Warleader to swing in with 21 damage each combat & an additional 6 to the face. With so much damage flying around, the loss life from Eye of Vecna was actually pretty annoying. I used it 4 times during the course of the game when I probably should've played the bigger threats since a board wipe seemed unlikely.

Battle Angels of Tyr was blown up immediately but I was able to drop a Angelic Skirmisher & Righteous Valkyrie mid-game. If I had attacked more early game with Skirmisher out I could've had this one but I made a huge misplay. Jared swung in with everything at me after pumping 2 Kavu's up to 13/13's. As I was only at 46 life, I didn't get the anthem off Righteous Valkyrie so I had to take 26 bringing me down to 20. Isshin swung in everything at Jared knocking them out and on second combat came at me when I was at 8. As Righteous Valkyrie was only a 6/7 blocking into their 7/8's I figured I could survive the turn with one unblocked and just gain the life back next turn. Isshin was tapped out but had 2 treasures that I forgot and used a Boros Charm to get lethal.

Opponents: Jared Carthalion, Isshin, Two Heavens as One & Tevesh Szat, Doom of Fools partnered w/ Armix, Filigree Thrasher

Starting hand was ok, no draw engine but great lifegain:

Flooded Strand, Secluded Steppe, Emergence Zone, Soul Warden, Starnheim Aspirant, Angelic Skirmisher, Segovian Angel

T1 Soul Warden netted me a ton of life over the course of the game as Jared & Isshin did not play any board wipes. After playing Angelic Skirmisher as well and a couple angels, I was developing an oppressive board state.

Tevesh/Arminx drew a lot of hate early game because they played a strong ramp turn with a bunch of expensive mana rocks but then durdled for most of the game. Jared played a Two-Headed Hellkite that they pumped to 10/10 and just started swinging. Isshin tried going wide with Adeline, Resplendent Cathar and a few combat tricks but with Soul Warden on the field I ended up always being net positive after thier attacks.

Eventually the board grew massive and any one of us could've knocked out Tevesh/Arminx as they were wide open. I was sitting comfortably at 60+ life due to Soul Warden and Angelic Skirmisher. Tevesh/Arminx ended up playing Ugin, the Spirit Dragon and wiping all our creatures.

We all rebuilt our boards pretty quickly with Tevesh only having Armix, Filigree Thrasher and a couple equipments. Isshin tried going for the combo and knock out 2 of us with Godo, Bandit Warlord & Helm of the Host but misplayed and couldn't equip Godo.

Jared and I knocked out the Isshin player because of the obvious combo but Tevesh/Arminx equipped their commander with Commander's Plate, Cranial Plating, Skullclamp and swung 17 commander damage at Jared. I blew up their Cranial Plating with a Generous Gift and brought them down to lethal. The game ended next turn like dominoes, Arminx killed Jared and I killed Arminx.

Out of the 10 games played, I won 7 so those odds are pretty good and I'm happy with the result.

Game 3 loss was due to Marneus just having the better plays here. Even if I were able to prevent some of their bigger combos, they could've won off straight value. Removal and threat assessment by the other 2 were pretty light towards Marneus which definitely helped them win.

Game 7 loss was due to 2 players getting mana screwed. After not being able to curve out with Giada it was almost impossible to come back. Top-decking that Winds of Abandon may have helped but they were so far ahead it's doubtful.

Game 9 was a misplay. Playing against the Isshin deck I should've known that there would be combat tricks but I was used to slow battlecruiser decks and not 2 mid-range aggro decks.

Smuggler's Share has been hit or miss. If I'm playing against blue, I'll typically get the draw, if I'm playing against green, I'll get the treasures. However, if the opponents aren't playing either of those colors and/or play smart, they can often get around it and it's a dead enchantment on board. I'm still leaving it in because when it does work, it works very well.

Nykthos, Shrine to Nyx has been great overall. Early game it may not do much but mid to late game it really shines. I usually leave 2 lands and Nykthos up after T5/6 fully expecting a board wipe and using it to activate abilities or crack clues. I'd highly recommend this land over a basic plains.

Crucible of Worlds was a powerhouse in Game 2. Unfortunately I only ever drew it in 1 other game and it was immediately blown up after I used it once. I think it's worth it because if left unchecked provides you tons of ramp and if it draws out a threat then our draw artifacts or equipments live.

Emeria Shepherd is a bomb. 2 games it was instantly blown up because of how big a threat it was. When it was left unanswered, it absolutely carried the game. I think it's a definite swap for Karmic Guide to get that last push end game.

Darksteel Mutation was great the 2 times I used it. I think there's a need for another one-sided board wipe against decks that go wide and have flyers. In game 3 Marneus out angeled the angel deck and we simply didn't have enough token generation to get through.

Folk Hero wasn't mentioned in the gameplay reviews but I did draw and play it a few games. Unfortunately it was played later in the game when I already had other draw engines on board so its impact was minimal. However, it's definitely an improvement over Dawn of Hope as I didn't have to pay mana for the few cards I did draw.

You've mentioned that Avacyn, Angel of Hope deserves a place in this deck and I wholeheartedly agree, mostly because I bought the new borderless version from double masters specifically for this deck. However, her close cousin Sephara, Sky's Blade almost accomplishes the same thing except she only protects creatures. I think the only reason to end up running Avacyn is to lean into the land destruction that she's known for.

ClockworkSwordfish on Modern Rogue Mill

2 years ago

No Thieves' Guild Enforcer? She feels like a pretty standard inclusion for a rogue deck that aims to mill the opponent, and you could probably benefit from more one-drops when you only have 20 lands.

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