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Five color top-control mill with planeswalkers. And Maze's End.
In the ideal situation, your opening hand would include:Undiscovered Paradise, Amulet of Vigor, Dark Ritual, Doomsday Turn 1 - Play Undiscovered Paradise, cast Dark Ritual, cast Doomsday, select Shelldock Isle, Karn Liberated, Nicol Bolas, Ugin the Sprirt Dragon and any other card.Turn 2 - Play Shelldock Isle (exiling Karn).Turn 3 - Untap Isle, draw Bolas or Ugin, play Undiscovered Paradise, activate Isle, exile super dragon from your hand with Karn.Turn 4 - Draw and repeat Karn's first ability with super Dragon number two.Turn 5 - Use Karn's third ability to start a new game with nothing on the board except your Super Dragon friends.This, of course, will never happen. The second your opponents see Karn, they will attack him with reckless abandon and thwart all of your beautifully laid plans. So, you are going to have to make all of their card drawing decisions for them. Zur's Weirding and a little life gain is a soft lock. Any card that grants the ability to see the top card of the opponent's library and a mill rock can let you choose whether they get land or spells for the whole game. Null Brooch and Bottled Cloister is a repeatable counter and Legacy weapon can take care of anything.Then the slivers come in. Sliver Queen with Skullclamp lets you draw two cards for three mana. Sliver Queen with Mesmeric Sliver let's you Fateseal for two mana. Sliver Queen with Aura Shards and Enchanted Evening lets you destroy anything for two mana. Best of all, your general can find the Queen and her Mesmeric friend.If all of that fails miserably, Hopefully you can hold the fort long enough for Maze's end or Door to Nothingness to take care of things.
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