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I found that the weakness of most decks is that they are all built around having land. This deck exploits that, start to finish. Admittedly, this won't work too well on black decks, and I plan to sideboard that one out somehow. Early Game: Just try to take out 2 lands in the first 3 turns. If you can do that, the game is yours. If you got 4 Evil Presences in your opening hand, they might as well just give up. Mid Game / End Game: A strong opening will lead seamlessly into a strong end game. Sadly, this really depends on your draw. But any of these cards here will keep the hurt on them, and if all goes well, there is absolutely nothing they can do about it. Should things go wrong: Well, if you can last just a few turns, Koth and Chandra may be able to change the pace of the game. Aside from screwing them early, there just isn't that much hope for this deck if you have to wait until turn 4 to start eating their lands. Suggestions: If you see something awesome for helping me defend myself when the land eater cards don't show up, Just let me know. I always have an ear open for suggestions.
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You could try making the deck black and blue, add counterspell and turn the lands islands and swamps with Sea's Claim and Lingering mirage, spreading seas is gold. Them the deck would work against any deck. Except blue and black :) tough luck.
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Spreading Seas is one hell of a card and I was pulling my hair out trying to figure out how to get in here. The problem is that blue doesn't have any decent land screwing stuff once you get 4 mana or so, whereas red seems to be all about late game land crushing. Also, Sea's Claim and Lingering mirage are both in editions to early to be T2 tournament legal so in their place I have the Evil Presence and Contaminated Ground. Looking over this deck, though, black doesn't really do much for it. I think I will see if I can give it a blue facelift. Thanks for your help.