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Trollolololololol, need I say more? I'll elaborate, though. A deck built around never giving your opponent a turn and winning with Darksteel Reactor. Simple enough, right? Isochron Scepter on Final Fortune + Sundial of the Infinite = Take the extra turn then end the turn making it so Final Fortune's "At the end of the next turn, lose the game" ability doesn't go off. Coretapper and Energy Chamber produce not only charge counters for your win con (Which, remember, is Darksteel Reactor), but they also help Magistrate's Scepter generate counters on it to take extra turns. Prototype Portal the Coretapper that way you can keep sacrificing the one from the turn before to put three charge counters (tap it, add one. Sac it, add two more) per turn on the object of your choice. Time Warp and Stitch in Time help with taking extra turns since the extra turns stack.
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