Since Magic is not played in a vacuum, it’s simply not enough to create some tokens and expect the boardstate to remain the same. This is an ever evolving game. The opposing player will either be raining down fire attempting to eradicate any tokens we’re producing, or else amassing a small army of their own to spell our doom.
Picture the table in front of you as the fog door separating yourself from the Boss sitting across from you. You’re going to want a few buffs before you feel confident to engage them.
•Lightning Bolt takes care of many threatening developments Turns 1-3.
•Cathartic Pyre is a great new multiple choice spell. Erase that Planeswalker giving you grief, or elect to lighten your hand by 2 in hopes of drawing into a combo piece.
•In the event you’re staring down the barrel of a stompy, aggro or white weenie deck, there is a nuclear option. Bear in mind that Anger of the Gods will sweep away the righteous along with the wicked—say goodbye to any tokens you may have churned out thus far. But considering how many opportunities for token generation we have, coupled with their low cost, bouncing back from a boardwipe won’t pose too much difficulty.
•Fire Prophecy is our ace in the hole. Drawing into Laboratory Maniac before we’re ready is a death sentence; we have no and thus cannot hardcast him. Ah, but with Fire Prophecy the benefits are twofold: remove a creature and tuck our wincon safely at the bottom of our library where it can be retreived when we’re ready for it. The same holds true for Leveler, although that one we can hardcast (not that we would normally want to).
•Thrill of Possibility and Cathartic Reunion are the same in purpose, letting us dig a little deeper into our library for key pieces.
•Blood Moon will nullify any bonuses from Dwarven Mine and Kher Keep, but that pales in comparison to watching the opponent spin their wheels in frustration, each fetch- or shockland rendered nearly worthless.