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This deck WILL NOT make you any friends. It leads to long drawn out games where most of your victories comes from your opponent scooping when they have 3 lands on turn 15. As a matter-of-fact most of my victories come from opponents scooping after rolling their eyes multiple times during the game.Your game plan is to ramp into haphazard bombardement and target 4 lands. Use release to the winds to bounce haphazard bombardement for more targets or pelakka wurms for extra life. If you have crucible and 2 memorial to war you can blow up a land per turn on top of haphazard bombardement. The general gameplane is this:Ramp->Wipe->Destroy Lands->Wipe again->Destroy more Lands->Win?It actually works, but your life total can get very low before you stabilize so be weary of direct damage spells. Against control, remove the life gain spells (pelakka included), sweltering suns, multani, and hour of devastation. Your goal is to ramp into Haphazard bombardement on turn 4. Deal with teferis using banefire and win through either banefire or sandworm convergence. Sideboard in struggle/survive if facing any form of mill.It only really struggles against stuff like red deck wins or uw control. (you can beat UW control if they dont know what your deck does, but good luck winning game 2).
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Jesus I love this , great job!
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