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Illusions are cheap, powerful, and synergise well with each other. Everything you could want in a tribal, however they are vulnerable to removal.With the smallest amount of control to get by, this deck focuses entirely on creatures and getting them out fast. This deck features Howling Mine to get the edge over your opponent, along with the usual tribal standards Coat of Arms and Adaptive Automaton.While Howling Mine provides card advantage to your opponent as well, with a truck load of creatures you should be able to overwhelm them before it becomes a problem.Sideboard contains alternative control cards and cards to counter Milling decks. Cavern of Souls provides a good counter to counterspell decks but limits your land Amping potential with Extraplanar Lens: Use it with caution.
Always try to play creatures before anything else. Even if you know your opponent has removal, play your creatures. The quicker you burn out the removal they have at hand, the sooner you can start melting their face.If you have a cancel in hand, try to wait till you can use it to protect your lords, but if your being outmatched by your opponent's creatures, just play more creatures.Don't be afraid to Pongifiy/Hybridise your opponant's threats: You can easily out-size a mere 3/3 ape or frog. Though be careful if have a Coat of Arms out; it will buff them too.As soon as you pull a Howling Mine, get it out as fast as possible to ensure you keep pulling creatures and the lands to cast them with. Getting the idea yet? Overwhelm them with both size and numbers, thats how illusions roll.The best thing is that most opponents won't try to destroy your mines, even though they are the things doing the most damage.And don't forget to abuse Phantasmal Image and Phyrexian Metamorph. Use them to copy your opponent's threats, your own lords (remember that they give Hexproof to themselves if you use a Phantasmal Image) and Automatons, copy your Lenses, Coats or Bells and if you can copy an opponent's Primeval Titan you will be in a very happy place.
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