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So the idea behind this was to build a competitive deck featuring talrand. Basic premise is to use the green spells to ramp up, birds first turn, maybe another bird or an index, not liking whats coming? perhaps a farseek to shuffle and ramp. Turn three hopefully talrand, but assuming you have the ramp either stone hoard to relieve pressure, or acidic slime to get rid of any pesky non-creature. nothing bothering you? losing a land is always detrimental to your opponent. the Archaeomancer wont do a whole lot by itself but if you have nothing else, play away. Little combo i like in here, Talrand, Sky Summoner, Archaeomancer, Cloudshift. The idea is to have the two creatures on the field. then keep flickering archaeomancer, you get drakes, and whats that? Cloudshift in your hand again, again and again!Im still playtesting to find any potential issues. Sideboard to come.

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Date added 12 years
Last updated 12 years
Legality

This deck is not Standard legal.

Rarity (main - side)

16 - 0 Rares

11 - 2 Uncommons

18 - 0 Commons

Cards 60
Avg. CMC 2.36
Tokens Drake 2/2 U
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