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Access Tunnel: Plays the role of Tetsuko Umezawa in a pinch.
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Aegis Turtle: The quintessential staple creature of the deck - play as soon as you have one in hand, essentially.
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Charix, the Raging Isle: Is basically immune to damage, and if it manages to swing through unblockably, that’s almost always a done deal. Use with Huatli, the Sun's Heart in almost every situation you can. Don’t forget, too, its ability, which can eke out some damage when nothing else can.
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Dive Down: Can tip damage into lethal territory (don’t forget, cast before moving to damage!), but is first and foremost protection - don’t be afraid to use it to save a creature.
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Dusk / Dawn: Has saved my bacon countless times. If a game is dragging, or they’re creatureless, feel free to cast on an empty board - that flip side might be what you need in the moment.
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Fae of Wishes: Play as a creature first and foremost - a great blocker, and reasonable attacker. You’ll not often have the cards in hand, though, to activate its ability - weigh up whether you’ll desperately need one of the sideboard cards early on, before casting.
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Faithful Mending: Replaces one Opt with a slightly more flexible option.
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God-Pharaoh's Faithful: Is a neat one-drop, and some extra lifegain. Not essential, but always nice to see.
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High Alert: Does a lot - play this over Huatli, the Sun's Heart if you’re on the offence, as they’ll be scrambling to remove it, and likely can’t. People often forget its ability - wait til the last second to use it.
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Huatli, the Sun's Heart: Play over High Alert when you’re on defence. People often get distracted trying to kill her, and if you’re savvy with using her ability, you can meter out their attacks nicely to buy you some time. Don’t be afraid to use her ability, even if it’s only 5 lifegain - do so less liberally if you have no others in hand.
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Opt: Neat card draw, get to your toughness = damage cards above most all else.
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Refuse to Yield: Makes for huge damage - make sure if you’ve a Tetsuko Umezawa, Fugitive to cast this before moving to the damage step, however, as casting before blocks means its power will be above 1, meaning they can block it. Also combine this with Huatli, the Sun's Heart, for large lifegain. Great for chump-blocking and trades, too, in less-frequent circumstances.
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Surge Mare: Decent looting, and a somewhat large body. Don’t forget its other abilities, as they’re very often life-saving, or enable a preferable trade.
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The Reality Chip: Is an amazingly versatile card - not something that you want many of, but quite happily replaces an Opt, and gives some amazing late-game "draw".
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Temple of Enlightenment: Again, find your toughness = damage cards first, unless the situation demands otherwise.
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Tetsuko Umezawa, Fugitive: Is as good as a continuous, one-sided board wipe in many cases. Just ignore their creatures entirely, and without removal there’s nothing they can do.