With the looming threat of battle damage temporarily stifled, it’s time to turn our attention to the boardstate. Specifically, our goal is to make certain our opponent has roughly 10 creatures in play. Naturally, they’ll be fielding the occasional creature card but we aim to help them out. We run a suite of spells which guarantees everyone and everything we care about runs off with that fella’ down the road.
•Forbidden Orchard was discussed above, and is a most reliable token generator. When the opponent sees little in the way of threats being played using the mana it’s making, coupled with the free 1/1 they’re receiving, they’ll likely be fooled into complacency. We need merely bide our time…
•Sleeper Agent is a masterclass in interesting creature design. We pay one mana for a 3/3 that is summarily handed over to the opponent…only to damage them for 2 each upkeep. This is a card begging to be built around and we’re all too happy to oblige. Fog spells mean we add to our opponent’s creature count while evading any potential combat damage, while this minion saps our opponent’s life force 2 points at a time. It’s boltable, sure, but is it worth it to waste one when they aren’t sure what other surprises we have in store…?
•Hunted Horror provides some solid defense at the cost of—I mean, with the added bonus of—upping your adversary’s creature count by 2. The downside is that these two tokens have protection from black, so we can’t actually block them with any of our own creatures. We’ll be completely reliant on fog spells to dodge that combined threat, but the trade off is worth it.
•Treacherous Pit-Dweller really shines after we chump block some incoming combat damage or it’s otherwise removed. It will return to play under the opposing player’s control, bolstering their creature count.
•Mercy Killing is fairly unique among forced sacrifice spells. In my experience they’re usually worded in such a way as to leave the choice of which creature is sacrificed up to the other player (Chainer’s Edict, Diabolic Edict etc). Provided it isn’t cowering under the umbrella of Hexproof or Shroud or something, we can hand pick our opponent’s largest threat and force them to sacrifice it. Doing so yields a windfall of tokens, and this card alone can ensure the creature count is where it needs to be to end the game.
The progression up until now should resemble a classic country song; we got farm troubles, we lost our wife, we lost our dog, we got horse troubles…