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BOGO- buy one, get oneThe theory of this deck, and the architype in general (which I'm working on expanding), is that running synergy mechanics/cards that give you 1.1 vs 1.0 advantage and/or tempo wins under more scenarios than it loses simply based on the statistical edge and the concept of inevitability.This build works off the following mechanic:Turn 1- play a one-drop discard, get rid of the turn 1 or 2 drop that gets something goingTurn 2- follow up with another discard or the two-drop BOGO critterAt this point, you have fielded or will shortly field a damage clock and have declawed opponent (hopefully) enough to start smacking away.There's a 74% chance of a turn 1 discard, backed up by the possibility of the game-ending turn 1 Grief/Ephemerate combo. If that doesn't happen, you can probably hit the turn 1 Surveil land combo, which either puts you a turn ahead in inevitability or doesn't lose you a tempo.All of this is backed up by the added bonus of knowing opponent's hand turn 1, which lets you abuse Meddling Mage as well as plan out your further discards/BOGO critters.Ephemerate has 18 targets, as all your critters are ETB advantage. Works unbelievably as an anti-removal, and in general lets you reuse effects once they're ready to reload.Hopefully that's enough to grease the agro machine while sapping away opponent's ability to respond.
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NOTE: Set by owner when deck was made.