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A bit of an experiment in a prison build. This one in particular relies on a turn 2 that stalls out development for opponent and a solid followup turn 3 that keeps the momentum on you and denies it to opponent.Turn 1 discard outletTurn 2 (with ancient tomb) hits tangle wire or crucible of worlds, either way you are sped up a turn in developmentTurn 2 (without tomb) uses due respect or tidehollow sculler, again, you are a turn ahead in developmentTurn 3 (with ancient tomb) hits smokestack or ranger of eos (fetches gravecrawler)Turn 3 (without tomb) hits tangle wire or cruicible and buys you a few turns to hit the lockdown mechanic perfectlyImplicit in this build is the ludicrous synergy and control granted between tidehollow sculler and gravecrawler, and the risk im taking with due respect. I've never tested due respect, but, especially if you are on the play, denying opponent the turn 2 untapped land means you deny him the turn which is essential in a prison build like this.The fun synergy going on here is bouncing gravecrawler around, either as a win condition or as food for smokestack. Its fetchable as a pair with ranger of eos (a pair pulls itself back from the grave), combos beautifully with tymaret, and is pulled back by mutavault
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NOTE: Set by owner when deck was made.