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I love winning by milling, but I hate most mill cards. I don't like the concept of "I hope I can mill you faster than you can kill me" in general.This deck revolves around getting Consuming Aberration on the field and just surviving, using low cost control cards, until the opponent runs out of steam.
The objective is simple:1. Survive and gain card advantage2. Stop your opponent from doing basically anything3. Get Consuming Aberration on the field4. Repeat steps 1-3 until your opponent mills outThe beauty is that as long as you can keep your opponent under control, the deck passively wins without you needing to try to do so. Just play control and, once Consuming Aberration is on the field, things just happen.The math is this: If the maximum lands in an average deck is around 25 (estimation), it takes at least 5 turns to play Consuming Aberration and we assume that the opponent has a steady flow of lands, you'll need to play 20 spells from turn 6 on to win. This math does NOT take into consideration:1. Multiple copies of Consuming Aberration2. Other mill effects that could accidentally mill lands (Drownyard and Thought Scour)3. The opponent searching for lands (fetch lands being a bigger bonus)4. Path to Exile and Mikokoro drawing lands out of the opponent's deck.All around, the deck plays solidly. Against aggro that outspeeds your setup, side in Go for the Throat and the other 2 Fatal Pushes. Against control, you should be ok, but have Dovin's Veto, Force of Negation, and Void Rend ready to go, just in case.
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NOTE: Set by owner when deck was made.