Include 10-15 card draw effects. The “core 10” should usually either be recurrent effects or draw 2+ cards.

  • Greed
  • Phyrexian Arena
  • Black Market Connections
  • Underworld Connections
  • Bloodgift Demon
  • Ambition Cost
  • Staff of Compleation

4 Board Wipes

Ideally, should be 6 or less mana.

  • Wave of Vitriol
  • Hythonia the Cruel
  • Crush of Tentacles
  • Bane of Tentacles
  • Culling Ritual

6 Spot Removal

Each should be 3 or less mana, but can be more if synergies with the decks strategy.

  • Counterspell
  • Dissolve
  • Unwind
  • Countersquall
  • Putrefy
  • Mana Drain

5-10 Other Interaction

Make sure between this and spot removal you include 4+ cards that can remove graveyards and artifacts / enchantments.

  • Plasm Capture
  • Deathsprout
  • Sister's of Stone Death
  • Xathrid Gorgon
  • Psychic Strike
  • Assassin's Trophy

Should be 8-12 cards that ramp how much mana you have. These cards should produce half the mana they cost to play (example: pay 4 for an artifact that taps for 2). The “core 8” should be 2-3 mana each.

Artifact

  • Arcane Signet
  • Dimir Signet
  • Golgari Signet
  • Simic Signet
  • Talisman of Curiosity
  • Talisman of Dominance
  • Talisman of Resilience
  • Chromatic Launtern
  • Sol Ring
  • Mind Stone
  • Ornithopter of Paradise
  • Heraldic Banner

Play More Land

  • Burgeoning
  • Exploration
  • Dryad of the Ilysian Grove
  • Oracle of Mul Daya
  • Aesi, Tyrant of Gyre Strait
  • Wayward Swordtooth
  • Zimone, Quandrix Prodigy

Creature Ramp & Bonus Ramp

  • Arixmethes, Slumbering Isle
  • Sylvan Caryatid
  • Vraska, the Silencer
  • Cultivate
  • Kodama's Reach
  • Skyshroud Claim
  • Rampant Growth
  • Wild Growth

You should have between 35-42 lands in your deck, though it is HIGHLY recommended you stick to 38 until you play test the deck many times.

Untapped lands

Roughly 2/3 of your lands should enter untapped. For 38 lands, that’s roughly 25(+/-4). This includes basic lands.

Mana lands (Focused on color mana production. Basic Lands here.)

  • Command Tower
  • Forrest x 7
  • Swamp x 6
  • Island x 6
  • Golgari Rot Farm
  • Simic Growth Chamber
  • Dimir Aqueduct
  • Darkwater Catacomb
  • Viridecent Bog
  • Overflowing Basin
  • Waterlogged Grove
  • Underground River
  • Llanowar Wastes

Utility lands (Avoid having more than 10 total that don’t produce colored mana)

  • Volatile Fault (land hate)
  • Field of Ruin (land hate)
  • Tectonic Edge (land hate)
  • Scavenger Grounds (graveyard removal)

Tapped Lands

Mana Lands

  • Temple of Deceit
  • Temple of Malady
  • Temple of Mystery

Utility Lands (some may produce color)

  • Pit of Offerings (graveyard removal)
  • Bojuka Bog (graveyard removal)

This is the roughly ~29 cards left for the decks strategy. While you should try to fill the above slots with cards that synergies with the deck, these last cards are far less restricted. If you want one of these effects consistently, run 7-10 versions of the same effect to reliably get it.

Big Creatures

  • Colossal Whale
  • Lorthos, the Tidemaker
  • Worldspine Wurm
  • Titanoth Rex
  • Archetype of Endurance
  • Dread Cacodemon
  • Sheoldred, Whispering One
  • Toxrill, the Corrosive
  • Koma, Cosmos Serpent

Big Creature Support

  • Emergent Ultimatum
  • Treasured Find

Category 3

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