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This deck plays Yidris deceptively fast/frequently in order to soak up removal and try to get cascade. Its non-land cards make sure you don't run out of steam, and they all pack QUITE the punch in an all land deck.Non Land Cards:A Turn 2-3 Countryside Crusher will be a surprise. LOLOLOLOLOLOL. (not half bad late game, it'll find non lands to cast)Yidris grants cascade to 3 cmc spells. Triggering Treasure Cruise prior to resolving. Seismic assault/lightning storm.Did your treasure hunt find Worm Harvest? IF you are cascading off of tutor (into treasure hunt) you may want to tutor Worm Harvest for the following turn.LAND NOTES: (please share any suggestions)Tolaria West/Petrified Field - Land FetchersGlacial Chasm - stall for the Worm Harvest (Works well with petrified field)Shizo, Death's Storehouse - works well with all 2 of your creatures.Reliquary Tower - Hold onto your treasure from 'treasure hunt'.Wasteland (some less good land destruct as well) - make friends and enemies.Volrath's Stronghold - Never die by self mil.... Cavern of Souls/Boseiju - anti-counter spellIsland of Wak-Wak/The Tabernacle at Pend... /Mystifying Maze/Halls of Mist- disruption.Plenty of subtle Ramp/ManaFixing/Scry/Cycle
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NOTE: Set by owner when deck was made.
Might I recommend putting the Dark Depth's lands in your mana base and finding a spot for Splendid Reclamation?
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Thanks for the feed back. Rarely do I have enough land on the field for Dark Depths to be taken advantage of. I'm usually discarding it for red spells or harvest. The non land cards have to feed into one another so I don't stall out, so I have to be very particular about which cards I add. Moreover, each extra card significantly reduces the chance of a successful start with treasure hunt, <100/6 average lands drawn> vs <100/7 average lands drawn>.(though I can put up a fight even when Treasure hunt flops. This deck is surprisingly more flexible than most would think).