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Planning this to be a fun deck. My idea is to control the board until I can land the vamp/depths combo arround turn 4-5 and end the game with a HUGE Cthullu like 20/20 flying Marit Lage.Im aware of the Urborg, tomb of yawgamoth combo that enables the vamp/depths combo to trigger on turn 2, but I sacrificed speed in favour of control.I`m taking a risk here with the low number of mana sources (20, if you count the Deathrite shamans) and the high number of fetch lands, assuming that the low cost of spells will be enough to make the deck run smothly. This deck will enter now the first beta testing stage on OCTGN and Ill let you know how it works! Any comments and suggestions are wellcome!
Start by slowly building the combo. Dont rush in, you dont have enough mana or counterspells to stop your opponent, so slowly build up your base and use cards like abrupt decay, swords to plowshares and vindicate to delay your opponents game (consider abrupt decay to destroy opponents lands to stall him). Use counters to protect your side of the board and use your sideboard to answer your opponents threats with living wish. Also consider using living wish as a tutor to fetch that dark depths or vampire hexmage your missing, or on the early game to fetch a dark confidant if your missing both parts of the combo.Dont forget to abuse your deathrite shaman! This deck will be pretty masochistic with the fetchlands, thoughtseize and dark confidant, so when the oportunity arrises to remove a creature from a graveyard (speacially from your opponents grave) use it!
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Made a change on the layout!!! Noticed that mental Misstep is banned in legacy :-P so I had to come up with a substitute! Since MM job was to protect my stuff I opted to use Turn Aside for the job. It was the choice to keep the colour layout and the Mana Cost. Other choices are Hidering light and Rebuff the wicked. Opinions needed!! :-D
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