----------INSTRUCTION MANUAL----------

TURN#-----(Priorities)----------------

1-- (Don't start with only one land) There is nothing you can really do on Turn 1.

2-- (Play out anything) What ever you got play it out pretty much.

3-- (Play out an Enchantment) The best options are; Curse of Verbosity, Phyrexian Arena, and Cunning Rhetoric.

4-- (Play a Creature) At this point play a Faerie as almost every one is 4 cmc. NOTE: If possible play another of the three enchantments said in Turn 3.

5-- (Play an Enchantment) The best options are; Dire Undercurrents, Curse of Misfortunes, and Curse of Surveillance. NOTE: cards named in Turn 3 are still priorities.

6-- (Play your Commander) Play Oona every time, unless you have prioritized cards named from Turns 3 and 5.

7-- (Play an Enchantment) these are the winning 7 cmc options that open up; Mind's Dilation, Grave Betrayal, and Curse of Unbinding, NOTE: Cards named from Turn 3 and 5 take priority.

8+ (Continue Priority) This deck is designed to not miss any land falls. The type focuses of Creature and Enchantments is too avoid some opponents triggers and make thier artifact removal just dead cards in hand. The 6 Enchantments mentioned in the 3rd and 5th turns are the fuel system of this engine.

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95% Casual

Competitive