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I likely won't invest into something approximating this deck in the foreseeable future and just keep on playing good old 8 Rack. Though I do have to admit that this is quite close to the ideal attrition deck that I'd like to build in Modern.And that is really what the deck is; an attrition deck. The win conditions are painfully slow, the bulk of the actual cards are aimed at stripping the opponent's resources, and the gameplan consists of accruing incremental advantages over the course of many, many turns until all decks topple over... all but yours.As for unusual card inclusions; Why 2 Nether Spirits? Consistency. Consistency that has virtually no downside as we can - should we ever find ourselves with 2 Spirits in the yard - use Return or Murderous Cut to remedy that situation.Why no Gideon? Though I do think not running him is sub-optimal, I also think that the lifegain afforded by the Sorins, especially when combined with the omnipresent Spirit, make them a better fit.Why Rain of Tears? It's a pet card. Plus it allows for T1 discard spell, T2 Smallpox, sac Flagstones, T3 Rain, T4 planeswalker kind of lines of play. Which granted, isn't common, but is immensely impactful when it does happen. Plus it punishes mulligans on our opponent's side, plus it skews the games when they draw few lands heavily in our favor. Points being; it adds up.Why Death Cloud? The deck is slow, right? Now this card is an amazing topdeck in situations when we want to make it such that there is nothing going on for either player besides one tiny advantage in the form of Shambling Vents, Nether Spirit, or a planeswalker on our side of the field. Death Cloud facilitates low resource situations like nothing else, and since it does not touch walkers, we can ride a Lili or a Sorin to the finish line after clouding for 2 or 3.NOTE: There is a very potent argument to be made for a transformative sideboard; one that includes Bobs and other creatures. I am just not sure how precisely one would go about this, or how one would then justify not turning the deck into Orzhov Stoneblade. And I don't want to play Orzhov Stoneblade.
Your early game is spent doing nothing but preventing your opponent from doing what they want to be doing. Once you stop them from doing whatever it was that they were attempting to do, you then start doing... something. That something might take the form of slowly ticking up a planeswalker on a battlefield clogged up by tokens, or one where lands are barely present. Or it may consist of attacking for 2-4 damage each turn as both player wonder how in the 9 hells they have 4 lands combined on turn 9. The main skill-intensive aspect of playing is knowing what risks to take. This - generally applicable to the entirety of game (or even life) itself - is quite vital when playing decks that rely on riding a dozen tiny advantages to the finish line. Should I discard a Liliana to a Liliana? Should I Death Cloud for only 1? Should I do it if it forces me to discard a planeswalker? The answers to these questions come with time and experience only.
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NOTE: Set by owner when deck was made.