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ok so magic is all about winning. so naturally, you want to be gaining card advantage and denying your opponent vital resources (cards, mana, untaps, creatures etc.) and what's the most valuable resource? your turn! deny your opponent their turn and you've gained a huge advantage even if you don't cast anything offensive. this deck concentrates on gaining extra turns while using the deck's utility to throw down some cheap beaters and damage. it's not type 2 legal as far as i can tell. but it's great for casual, extended or whatever (and most of the cards are cheap and or common). the strategy: - throw down an early disciple of the vault and start playing draw-artifacts (kaleidostone, elsewhere flask, howling mine) - assemble one of the three following winning conditions: 1) thopter foundry + sword of the meek 2) open the vaults + time sieve 3) salvage titan + disciple all of the main cards have synergy with disciple. thopter foundry ensures that none of your stuff "really dies" and also nets you extra life. open the vaults is just a massive bomb and will win you the game. time warp is fantastic and nets you huge card advantage.
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good deck i like it can you check mine
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kick in Silence. For real.
one problem i've had is trying to cut out cards to stick in some board control.... but really most if not all of the deck is necessary. if i lessen the amount of each card (say, from 4 to 3 or 2) then you have less chance of drawing a win condition. and really, i want to keep the winning cards at a maximum. if you guys (who are reading this) had to pick one card to axe, in favour of something else... what would it be and what would you replace it with?
If so, explain the use of Kaleidostone, since in my opinion it is rather useless.