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**Draw Engines** ###
In terms of draw power I think it's fair to say
is probably the most lacking of all three-color combinations. Though access to black does help a bit, it's not quite enough to carry the other two colors, red and white, by itself. In this case it's very crucial to set up a draw engine as early as possible, so that I don't run out of card fuel in the mid-to-late game.
.) Probably the most efficient, consistent, and reliable of the draw engines given the number of fetch-lands I run in the deck, such as
Arid Mesa, which allows me to get double landfall triggers for free on some turns allowing me to clamp the bloodghast twice drawing 4 cards for 2 mana. If for some reason I don't have access to Bloodghast I can still use
Bitterblossom to a lesser extent to draw cards as well.
.) This draw engine comes from the obsolete parfait legacy deck strategy. In order to get this draw engine started I must have both pieces on the battlefield and an opponent must have more lands than me to use Land Tax's effect. In EDH this condition is easily met if I did not start the game going first, or if a green deck has already ramped out a land ahead of me, and even then this deck already has such a low average CMC that I can even afford to miss a land drop if I need to since card draw is in most cases a higher priority.
Once the condition is met Land Tax allows me to put three basic land cards from my deck into my hand before my draw step. After my draw step I use Scroll Rack's ability to exchange the 3 basic lands and any other unneeded cards I might have in my hand with that many cards from the top of my deck effectively drawing cards I didn't have in the first place. Then at the start of my next turn Land Tax repeats the process not only allowing me to search for 3 basic lands again, but also shuffling my deck so that I do not run into the cards I had placed on top of my library last turn, which gives me more opportunity to draw more new cards with Scroll Rack and so on. To this extent I'm practically casting
Ancestral Recall every time it's my turn.
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**Wheel Effects** ###
Though this deck already runs only 2 draw engines having a draw engine get destroyed can still happen, and since drawing cards is the most difficult task to do in Mardu colors it's important that I draw into another draw engine or an infinite damage combination before I run out of momentum and get out-paced by my opponents. Even though wheel effects have their own drawbacks, having little else besides them makes them better than nothing in the long run especially when digging through a 99 card deck for combo-pieces.
.) Wheel of Fortune, if we're going to talk about the wheel itself we're going to have to acknowledge that it does give my opponents 7 new cards in hand. I understand why that's enough to turn some people away, but what makes wheel of fortune powerful is I get to choose when to cast it. If everyone is empty of cards in hand of course the wheel is going to be more beneficial for everyone, but if everyone is able to keep drawing cards more than me the difference of them discarding 5 or 6 cards for 7 isn't nowhere near as beneficial when I choose to cast it as my last card in hand. The opposite is true if I have a draw engine up and everyone else is low on cards, but at that point I don't mind having it be one dead card drawn out of the 99 given the power of my draw engines. After all, I'm pretty sure it's better to have some cards do more if you're behind in the game than cards that "win-more" if you're ahead in the game, and that especially holds true for most combo-kill decks.
The point is you can't actually look at wheel of fortune in a vacuum. Its power level increases and decreases given the situation and how it changes, so it's best to understand when to cast Wheel of Fortune when your opponents are going to be the least ready for it so that you can make the most value out of it in return.
.) Winds of Change is probably one of my more favorite draw spells ever printed. For one mana recycling a hand of duds for bombs is powerful. Usually with this card I stockpile on land drops I don't need given the low CMC curve of my deck that extra cards such as lands can be exchanged for value, especially if
Land Tax is adding to the number of cards I can recycle. To boot casting this spell turn 1 before my other opponents have had their first turn sets everyone up for a forced mulligan which can in of itself be one of the easiest ways of ending the game if anyone's new hand is rendered unplayable. Sure this scenario can also happen to myself, but with more opponents at the table compared to just myself the odds of them getting the short straw is often times much higher. By far this is one of my favorite wheel effects. Even if it means exchanging or throwing away my hand the potential to draw more than three cards for one mana can be and is really powerful.