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This deck is for players who like to win the game without attacking.The focus is black control, with artifacts delaying the game long enough to work your magic.This deck was created to combat a blue Propaganda enchantment deck I made for myself, needing a way to win without being able to attack directly with creatures or spells.
The goal of the early game is having both the Meekstone and Juntu Spikes out to prevent attacks by anything that isn't a 2/2. Use Paralyze to supplement either if you miss the draw.After accomplishing that, you have the Soul Foundry imprint a Sleeper Agent from your hand. You proceed to distribute your agents to all of your opponents. Once this has been completed, you apply Stab Wound, Festering Wound, or Insubordination to the tokens. If you know an opponent will be unable to get rid of the token before it deals upkeep damage, you apply Vampiric Link.Crystal Chimes ensure you have a way to get your enchants back if the tokens aren't lasting more than a turn.The only problem I see with this deck is the 2/2 creature loophole and potential for an opponent's sacrifice mechanics. Should work just as good 1v1 as in a group setting. I'll personally test that out soon.
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