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Sorcery (2)


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7 is the magic number for going infinite. It takes 6 to bounce and replay Acolyte with Sabertooth to mill.

There is so much built-in card advantage, don't worry about ordinary removal. Only watch that you don't get your best card eaten before it is useful. If necessary, hold back key creatures a turn. Don't overextend unless reaching for the kill.

Always play to maximize future mana first. Max cards is second. Play power only to serve the above aims or when needed to survive. Your reward will be overwhelming power next turn.

Playing cheap cards gains devotion. If you have multiple big rampers, play some little stuff before activating them and you'll get more mana to play with.

Genesis Hydra is the tricky. You often want to spend 4 than the full X available, so after you find something you can use remaining mana to cast something else. For example, often cards will be drawn after Hydra resolves. You may want to play them. But sometimes you really need one card and prefer to go all in. Figure out your game plan and play accordingly.

Combos are not required to win. You can go nuts with just big mana and drawing lots of cards. So if your opponent has a serious threat, play Singing Bell Strike on it.

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Date added 9 years
Last updated 9 years
Legality

This deck is not Standard legal.

Rarity (main - side)

4 - 0 Mythic Rares

37 - 9 Rares

12 - 0 Uncommons

3 - 6 Commons

Cards 60
Avg. CMC 2.81
Tokens Boar 2/2 G, Enchantment Golem 3/3 C, Hydra X/X G
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