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This deck was designed to bring out and activate spawnsire's abilities. the sideboard contains a possible list of cards for spawnsire's 20 mana ability
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I love the idea but I think there is some are some cards that aren't needed. I think you should play more lands and ditch the training grounds, awakening zones and archdruids. In their place throw in more lands ( like I mentioned ), four oracle of mul daya, four noble hierarchs, and maybe some lianwar elves. I am also not sure about the fauna shaman, I think if you put in more lands and an oracle, your oracle will get you to your spawnsire much faster. Maybe you could cut blue completley for these aditions as well, and maybe a primeval could add to the madness. Besides that, love the deck.
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blue is thrown in a bit just for the training grounds because with atleast two of them spawnsire's 4 mana ability is knocked down to 1 so if you pay 1 mana it fuels its self all the way up to 20 to activate the big one