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The current ideal iteration of this old wizard deck of mine.
Ban their spot removal with meddling mages early; you'll have time to ban their bombs later on, but only once you've nixed their removal.Side in Mizzium Skins and Marks of Asylums if the removal is just too numerous or diverse.Hands of Binding early to gain tempo and keep the life totals somewhat even.Once you can wizard-cycle for Azami, get her out and keep her safe, you win.If the game is still going past the 7-land mark, cycling for the Swiss army knife that is Venser is also a safe move, even more so if you have a mastermind out.Journeys and Oblivion Rings are a means of permanent exile in the hands of a mastermind, just keep in mind that this combo puts a huge target on your mastermind as soon as you use it. Don't be afraid to lay down a Ring without a mastermind down beforehand, you can always draw another or get it back later.Sleep is a great emergency stall, and also your win button. Sleep, swing with army of 3/1 fliers, end the turn and swing again the turn after. GG.The Arbiter of Knollridges are a hilarious addition to any multiplayer game. This game isn't ending until you say it is, dammit!
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