Creature (17) | |||
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$0.71€0.430.02 | |||
$0.25€0.140.03 | |||
$1.18€1.370.24 | |||
$0.48€0.300.02 | |||
$0.502.25 | |||
$0.30€0.14 | |||
Instant, Sorcery, Enchantment, Artifact (23) | |||
$0.68€0.310.03 | |||
$1.28€1.490.03 | |||
$0.25€0.180.03 | |||
$0.23€0.070.03 | |||
$0.77€0.83 | |||
3
Run Amok
|
$0.15€0.060.03 | ||
$0.86€1.150.26 | |||
$7.193.91 | |||
Land (20) | |||
$1.15€0.750.02 | |||
$3.24 | |||
$0.35€0.220.02 | |||
4
Plains
|
$0.460.03 | ||
2
Mountain
|
$1.000.03 | ||
$18.45€14.970.76 |
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Learn more Download For WindowsThe idea is to make any of your creatures OHK machines. With Feather or Arcanist, you get spell recursion, which can allow creatures to swing in with trample for big damage. Combined with Unleash Fury, and you can have a TDL 12 damage. If Duelist Heritage is on the board, that's suddenly double strike.
With Duelist's Heritage, almost any creature becomes potentially lethal. The Bonecrusher can hit for 8 damage instead of 4. If it's pumped with Run Amok, it's now a 7/6 with trample and double strike.
Gods Willing allows the grounded creatures to push damage through. Or saves from removal.
Charmbreaker Devils is kind of a failsafe card. It can help close out a game. With Run Amok, it becomes a 11/7 with trample. With Gods Willing, it's an 8/4 that can't be blocked.
The biggest issue with the deck is drawing too many instants and not enough creatures. And removal can be brutal. Thankfully, one creature can be all you need to win. Card draw is probably the biggest hurdle.
9 | 18 | 31 | 2 | 0 |
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0 | 0 | 0 | 0 | 0 |
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