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This started out as a Barrin deck. Steal stuff, then sack it. As most people will guess, it was a bit on the annoying side. Powerful enough, but usually became a prime target in my playgroup.This is basically Barrin 2.0, with a red and black added to the mix. While the old deck focused more on defensive play, often leading to a dull, careful and passive battlefield, this one goes on the offensive. Getting your stuff stolen can still be a bummer, but hopefully this deck will create some exiting interactions. (I have tried to avoid true "I win" combos, as well as cards that just win you the game outright. I also completely avoid tutors, since they make singleton boring)
The idea is still synergy of steal, then sack.* The general is a very offensive sack outlet. Since he actually costs a bit of mana, he works best in conjunction with cheap "until end of turn" control. There are also a few reusable/token creatures to help with actually being able to play him. He is the part of the deck I am most unsure of - any suggestion in making him more playable while still keeping the spirit of the deck would be most helpful!* There are a few haste enablers and some evasion included. The incarnations (Anger, Wonder, Filth) works great with sac outlets. Haste can be very useful in getting full use of a newly stolen creature.
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I am very interested in suggestions in how to make the deck more consistent - without taking away the soul of the deck. I know Tresserhorn can be a bit vulnerable (Played agains Roon a bit :P ), but that is a part of the fun.I feel the deck is a bit underpowered for my meta, not by far but a little. But the focus of any improvements should be fun, not jumping straight to the win.
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