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Working on the kinks of this deck. I feel like it's almost viable for standard tournaments...

Idea is to get at least 1 unblockable creature out by turn 3 preferably turn 2, ideally I want to ramp early with Gyre Sage but if I don't draw her early she's useful for activating draw card abilities.

Killing is done by Bioshifting onto unblockables, and/or Consuming Aberration milling/ killing with tons of spells.

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