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Astral Slide + Nevermaker = permament removal, draw skip my opponent and cycling excess land to draw a better card. Oust + Lost Hours = bury threat. Fatigue + Memory Lapse + Lapse of Certainty + Painful Memories = draw skip and control. Veiled Sentry activates even if I counter a threat, I can astral slide the Sentry to reset a 1/1 or 2/2 into a bigger threat late game. Veiled Sentry and Mishra's Factory for early creature defense. Dromar's Cavern can bounce a cycle land back to hand. Grim Discovery can return a Nevermaker and cycle land. I can draw skip my opponent 32 times without astral slide. Opinions and Comments?
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