Creature (13) | |||
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$6.20 | |||
$0.25€0.130.03 | |||
$12.49€12.520.79 | |||
$0.75€0.879.62 | |||
Instant, Sorcery, Enchantment, Artifact (23) | |||
$0.25€0.200.03 | |||
4
Doomskar
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$0.78€0.970.02 | ||
$0.30€0.240.03 | |||
$0.20€0.110.03 | |||
$0.24€0.140.03 | |||
$1.80€1.530.02 | |||
Land (24) | |||
$0.40€0.340.03 | |||
$0.470.03 | |||
$0.310.03 | |||
$0.32€0.190.03 |
$0.35€0.230.02 |
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Learn more Download For WindowsMost competition seems to be red or white aggro.
Rune & Meletis to get you to 4 lands.
Not a 'sexy' deck -- you try to stop aggro rush (defend with indestructible/Doomskar), then lantern them to death.
Early Game: Defense, be patient; get land in play.
-- Meletis, Runes, Foretell
Note: A good early play can be Rune of Sustenance on Faceless Haven.
Mid Game: Doomskar, Poison, get life if you can, but get Lantern in play
-- Banish, Heliod, Cosmos Elixir... (Use Lantern to transition from defense to offense)
End Game: Use Lantern
You're going to make them choose what to get rid of -- they'll start with the weakest they can.
Not uncommon to untap Lantern more than once
You can use Lantern on their turn.
Transitions:
-- Play Lantern, before Tergrid (she's fun... but she just carries the lantern)
-- Cosmos gains life, then draws cards (multiple in play is a good thing)
-- Faceless haven is strong (can work around Doomskar)
-- Decide how long to defend.
-- Grumpy ol' Jank Generator --
20 | 18 | 19 | 3 | 0 |
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0 | 0 | 0 | 0 | 0 |
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