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turn 1: play a tap landturn 2: play a land and ramp 1turn 3 : play an untapped land and cast ol'sticky fingers where x is 2turn 4: reanimate, hopefully with protective magic up.turn 5: use one of the 9 tutors to search up either what you need either a discard spell, a lock out spell, draw spell, ect..i wanted powerful creatures that were either evasive/self portecting and or net positive to removal.i ommited a couple really solid reanimation spells because i didnt want to sacrifice the creature at the end of turn. this deck is intended for multiplayer so i need the damage to stretch.
turn 1 tap land.turn 2 rampturn 3 cast oldfinger for 2turn 4 reanimate
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NOTE: Set by owner when deck was made.