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(1): Ramp into the Splicers with Rampant Growth, Cultivate, Horizon Spellbomb, Birds of Paradise and Solemn Simulacrum. (2): Use Venser to perform shenanigans (see below). Use Jace to draw into more shenanigans. Use Elspeth to slow down your opponents' shenanigans. (3): Once you have maybe 2 or 3 Splicers out (and therefore hopefully an equivalent number of golems) begin the arduous process of beating your opponent in the face. Try to make sure you have a mix of splicers out. (4): ??? (5): PROFIT! Other interesting stuff: -- Bring out Elspeth 1 turn before you want to clear a path for your tokens. If the opponent doesn't have an answer to her or your creatures in one turn, not only will you gain a ton of life, but you pretty much win the game. -- Venser is just hands down amazing. - Bounce splicers for extra tokens. - Bounce land thats tapped so it untaps as it re-enters the battlefield at the end of your turn. - Bounce Solemn Simulacrum for extra ramping. - Bounce planeswalkers to reset their loyalty counters. - Make all your creatures unblockable for a massive burst of damage. He gives you so much versatility when he's out on the board it's ridiculous. As usual, any comments and suggestions are appreciated. :D As a side note, I was thinking about perhaps changing it to become some sort UW Golem Control, kinda like a Caw-Blade deck, only without the Caw or the Blades. On the one hand, ramping quickly into splicers is a fun option, but leaves the deck rather vulnerable. On the other hand, controlling the early game with typical blue-white nuisances might lead into a better mid- to late-game, make the deck more competitive, but less fun (in my opinion). Possibly cheaper, too. Not entirely sure.
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