This deck tries to take advantage of Sen Triplet's ability to steal cards from opponents in the late game. The early game focuses on ramping as much as possible through artifacts. Once you have enough man to play Sen Triplets and protect her. The goal is to have one or two protection spells available to protect against multiple targeted removal effects. They are a magnet for removal and it is a mistake to play them into a board with no protection. Once Sen Triplets is on the battlefield she should be used as a political tool, not as a weapon. To reduce the target on their head it will help to use politics as much as possible instead of counterspells. Once the late game approaches you can use bounce spells and the Sen Triplets ability to steal cards and shutdown your opponents.
Early game is full of ramping and card draw for everyone. Artifacts are the ramp of choice in this deck. The goal is to get as much mana as possible as early as possible. It is almost necessary to have at least one piece of ramp in your opening hand. Card draw for yourself is good, but card draw for everyone is better. It takes the target off of you and helps fill everyone's hand. You can't cast spells from other peoples hands if they don't have any.

Early Game - Ramp fast - Card draw for everyone (vision skeins, Kumena’s Awakening)

Mid Game - Flash Sen Triplets in (Vadelken Orrery, Leyline, Raff) - have protection for Sen Triplets as they enter the field - use Sen Triplets as a political tool - Copy opponents things, DO NOT STEAL key pieces

Late Game - Steal key pieces - Bounce opponents things - win with your creatures and theirs

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91% Casual

Competitive

Date added 4 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

32 - 0 Rares

28 - 0 Uncommons

25 - 0 Commons

Cards 100
Avg. CMC 3.15
Tokens City's Blessing, Treasure
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