Protection:
Dawn Charm. This card is mainly used for two purposes. The first is that it can prevent combat damage to you (the main path of protection this deck takes). The second is that it can protect you from combo decks that deal heavy damage to you, or burn decks when you are at one health.
Ethereal Haze. This is a cheaper form of the first ability of Dawn Charm.
Holy Day. Read Ethereal Haze.
Pollen Lullaby. Again, protects you from combat damage. The other upside to this is if you clash and win, attacking creatures won't hurt you the next turn. (Preferable to use this card if you are tutoring for
Near-Death Experience
by using Plunge into Darkness, and are vulnerable.)Silence. Another nice card when you are weak and want your opponents to not do anything while you are at one health.
Combos:- Plunge into Darkness. This is the card that you use to bring your life total down to 1. In a pinch, it also can be used to tutor, especially for
Near-Death Experience
, or anything else you need.
Near-Death Experience
. This is your wincon. You bring your health down to 1, and on your upkeep, you win the game!
Tutors:
Enlightened Tutor. This card you can use to search for
Near-Death Experience
, although I am probably going to replace it with something better if I find something. Look at maybeboard for more info.
Plunge into Darkness. While strictly speaking, it isn't used for a tutor in this deck, it can be used if necessary. See above for more info.
Ramp:
Dark Ritual. Just an amazing card all around.
Ruins of Trokair
. Sac land, and when need be, you can add two, to get out
Near-Death Experience
ASAP.
Ebon Stronghold
. Same as
Ruins of Trokair
, although I may replace with another dual land because the two back sometimes isn't to useful.