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I hate these decks...I find them boring to play repetitively since you always know what cards you have and what you're drawing...takes most of the drama, and all of the suspense of playing (in my opinion). I like decks to have a more creative theme, with multiple ways to win...more fun.That being said, I set myself a challenge...to make a 60 card deck with the minimum number of cards possible...in other words, 4 copies of each spell + land. No exceptions.The sideboard are cards that I pulled to get down to 60...but all work well in the deck. If I removed my 4 card limit. The Gempalm Polluter works great since my plan is to just cycle them (to get the initial benefit) then if they're in the graveyard...they can either pump the Soulless One, or can be targeted by the "return from the graveyard to the top of the library" ability. But the cards I left in the actual deck make up the bulk of the attack force...each boosts the other creatures (except Carnophage which is too good not to use as the initial foot soldiers placed on the field...and the Dark Rituals, which hasten the arrival of all those bigger 3-cost zombies). If I removed the 4-card limit, I'd also reduce the number of Coat of Arms...but hey, multiple copies ensures that they'll be in hand...but it would probably be more effective to swap them out for the Gempalms. Either way, this would be a hell of a competitor.ALTERNATIVE IDEAS - I prefer black decks, which is why I chose to make a zombie pumper deck...but a red direct damage-land destroyer would be good; blue counter spell / flyer / unblockable deck would be good; white cleric / wall / angel deck is always effective; green...well, just about any creature theme (elf, tree folk, beasts, wurms, etc) all work great; and artifact-centric decks could go many ways
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