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After seeing the massve success of the Flash-Hulk-Deck I wanted to try and make a new version that didn't depend on the restricted flash. I dropped the ability of the deck to win on turn 0 in order to have a more consistent chance of winning in the first 2 or 3 turns. Basically the deck still works on the same engine as the original Hulk Deck. But instead of using "Flash" to play the Hulk from your hand this deck tries to get him into the graveyard via "Gemstone Cavern" or "Entomb" and then bring it from their into play using "Reanimate" or "Shallow Grave". To be able to easily get rid of the Hulk again I decided to increase the number of "Carrion Feeders" to 4. After the Hulk is again in the graveyard the combo resolves as normal using "Kiki-Jiki", "Carrion Feeder" and "Karmic Guide" in order to generate infinite flying creatures with haste. Cards: Gemstone Cavern: allows to potentially have 2 mana on turn 1, allows to potentially discard Hulk Street Wraith: Card Draw (no mana used) Protean Hulk: Keystone for the combo, seraches the needed creatures Carrion Feeder: Combo-Piece; allows to kil Protean Hulk Karmic Guide: Combo-Piece Kiki-Jiki: Combo Piece Lotus Petal: Flexible Mana Pact of Negation: costless counterspell (only use if sure to win), food for Force of Will Dark Ritual: Mana Acceleration Entomb: Allows to search Hulk and send it to the graveyard Mystical Tutor: searches needed spells Shallow Grave: brings Hulk into play (from Graveyard) Force of Will: costless counterspell Serum Visions: Carddraw Reanimate: brings Hulk into play (from Graveyard)
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