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Enchantment (1)


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So, we've got a bunch of stuff going on here... It's essentially a Captain Sisay deck in disguise.

Combos:

Kiki-Jiki X Village Bell Ringer X Cryptolith Rite

Cryptolith Rite X Paradox Engine

Paradox engine X Oracles Vault

Krenko X Paradox Engine X Soul of the Harvest

Captain Sisay X Paradox Engine X Somberwald Sage

The purpose:

Try to get as much mana available to you early game. On a god hand you can get up to nine or ten mana available by turn three or four. By then, you're totally a threat and should be going for the win asap. Win through combat and attacking with a ridiculous amount of damage and lifelink shared by Odric or one of the angels. Back up for a second combat step and kill someone else. Or you could pump them through Jazal.

Side-Notes

There could be a bit more removal. A way to give all your creatures indestructible because wrath spells effect this deck in a huge way. Card draw is fine but somehow it feels like there isn't enough. Once people figure out what you're trying to do (and it's totally obvious) there isn't really a way to protect yourself besides Sigarda and Archetype of endurance. I've been meaning to throw in an Avacyn, Angel of Hope to help with that.

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