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Beginner deck utilizing quirks of Red/Blue to do indirect burn damage.Super simple concept: burn indirectly while moving quickly through the deck and holding down the field.Thermo-Alchemist and Electrostatic Field ping whenever you cast anything, and the whole deck is built around maxing out efficiency around this idea. You don't want to use any of your burn spells on opponent directly unless it's a game finisher. You'd much rather keep the field in your favor by bolting off something and nab the ping damage. Stack Alchemists/Fields, and you're doing serious damage every turn, all while a majority of your spells replace themselves and are cheap.
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NOTE: Set by owner when deck was made.
More cantrips fewer lands? There is no way that a mana curve like that with 4 opt 4 consider needs 24 lands.
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My reasoning was that it's really only running 20 lands because of the 4 cycle lands, which are 1-drop draw cards. It won't trigger anything, but it cuts down on mulligans; I've got a whole working theory on the idea. You could make the argument that 4 Preordains would be better cause they dig and trip, but I'm all about trying to minimize disadvantage rather than maximize advantage, and running 24 lands that act like 20 lands makes mulligans supremely rare. But that's me, there's certainly a case to be made in the opposite direction.
Idk why but I think Hard Evidence is cute, and I like Pyroclasm in there with those creatures. Feels like a really solid beginner deck. I like making simple beginner decks, that might not be super competitive but are fun to play and easy to learn. And they're usually better than pre-con decks.
I'm absolutely in love with Hard Evidence, it does what blue has had a hard time with for the entire history of the game: protect itself while not losing tempo or material. I have no idea why it doesn't see more play in pure control decks, but that's me.