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the goal is simple: churn out cards and survive until you can pop off midnight guard + presence of gond, then attack with infinite elves.
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NOTE: Set by owner when deck was made.
I'd say instead of Day of Judgement, maybe Divine Reckoning so you can save your midnight guard. Also if you need one big beefy monster, there's Chorus of Might, or Crusader of Odric, or Scion of the Wild. Also, Blunt the Assault might be better then Riot Control depending on the situation.
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I'm already attacking with infinite 1/1s, why?
Maybe some ramp and cards like commune with the gods? Your shortest win condition is turn 5.
It's a stall deck, lol. And do your math, it's turn 4.
You're confusing "hitting combo" with "win condition". You can play Midnight Guard turn 3, and Presence of the Gond on turn 4. You can hit combo turn 4 and make infinite tokens. You don't win until you can attack with these token creatures, which takes you to turn 5 combat phase.
Personally, I'd add a way to protect your combo pieces. Heroic Intervention is on-color and plays into the theme of Fog-type effects. If you wanted, you could even play the Lightning Greaves piece, even though it's not TOTALLY necessary.
It's not supposed to be super dependent on the combo. Yes it is the win con, but I have enough stall that if I consistently get it off by 8-9 I should still be alive. I like the idea of a bit more protection beyond the dawn charm, but if I did that I'd probably go with apostles blessing.
For an extra mana, at the same speed, why not make everything indestructible instead of a single target? If your games go to turn 8-9 on occasion, your opponent may have multiple ways to destroy targets.