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Commander
Size: 100Salt sum: 48.29
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tedv360

957 views11 days ago
Commander
Size: 100Salt sum: 48.29

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{"ops":[{"insert":"This is a deck that is meant as an ode to. This is a take on the Commander that got me into the format.\n\nThe nature of the Shrine enchantment type is very strong as they're harder to interact with then creatures but also don't provide protection in a vacuum. together they are very strong. foundation of the deck is draw, ramp, and protection. each of these is to get more shrines, play more shrines, and protect the shrines. While on paper that's great there are only 26 shrines and each play a key role when combined. this lends itself to randomness of commander. the foundation is there and the flavor is random. I like to think of it as you never know what \"shrine\" you'll come across and if it's the one you need oh how wonderful.\n\nThe Early Turns. The opening is the most crucial. Your opening hand and first few turns need to be ramp and card draw. mulligan to have these two and 3 lands. This is the best start. The goal is to have Go-Shintai of Life's Origin out before turn 4 so you can get more shrines out exponentially. If the machine is running as intended by turn 6 you should have a flow of shrine, draw, ramp, benefit, etc. then each turn you're playing 1 more, 2 more, 4 more etc. These are accelerated with the 3 card draw shrines, 3 ramp shrines, \n\nMid Game. this can be just as crucial as the first few rounds. prioritizing which shrines or enchantments to play during this period can lead to the game being over because you win or because you ran dry and died. protection is highly valuable here. many times, this is when other players start making the moves and while that can daunt, I've learned to lie and wait. the goal is to be the second strongest threat. establish protection with the right cards and then when the late game hits, you're already there. These are also accelerated with the shrines that help in slowing others, shrine for tapping down creatures, shrine for mill, shrine for discard, shrine for removal. \n\nLate Game. if the game has flowed as usually without any crazy turns from others now is the time to start laying out the finishers. there are many ways to close out the game from here and protection is what allows for this. there are 2 full board drains that happen consistently, 2 forms of direct damage, 3 mass token generators, 3 mass anthem or pump affects. \n\nThrough many playtests I have learned that due to the nature of the shrine card type there are ways to alternately jump ahead. specific shrines can fill in the gap of the machine-like oil. These are crucial when parts of the board state are removed. there's also some mass recursion for the event you draw far too many cards or lose them all. The love of this deck has grown as I've grown with it. learning what to prioritize and what to cut has taught me a lot. that is what makes this deck special. When it goes it goes, it punishes greed, and rewards humility. \n"}]}

Commander

Qty: 1 Price: $14.99
Go-Shintai of Life's Origin
,
: Return target enchantment card from your graveyard to the battlefield.
Whenever Go-Shintai of Life's Origin or another nontoken Shrine you control enters, create a 1/1 colorless Shrine enchantment creature token.
Legendary Creature Enchantment - Shrine
Go-Shintai of Life's Origin (nec) 66

Commander

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Additional Upkeep

Qty: 1 Price: $6.99
Paradox Haze
Enchant player
At the beginning of enchanted player's first upkeep each turn, that player gets an additional upkeep step after this step.
Enchantment - Aura
Paradox Haze (spg) 123

Additional Upkeep

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Copy

Qty: 1 Price: $3.49
Weaver of Harmony
Other enchantment creatures you control get +1/+1.
,
: Copy target activated or triggered ability you control from an enchantment source. You may choose new targets for the copy. (Mana abilities can't be targeted.)
Creature Enchantment - Druid Snake
Weaver of Harmony (neo) 213

Copy

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Double Trigger

Qty: 1 Price: $3.99
Annie Joins Up
When Annie Joins Up enters, it deals 5 damage to target creature or planeswalker an opponent controls.
If a triggered ability of a legendary creature you control triggers, that ability triggers an additional time.
Legendary Enchantment
Annie Joins Up (otj) 191

Double Trigger

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Draw

Qty: 6 Price: $94.54
Argothian Enchantress
Shroud (This creature can't be the target of spells or abilities.)
Whenever you cast an enchantment spell, draw a card.
Creature - Human Druid
Argothian Enchantress (usg) 234
Eidolon of Blossoms
Constellation — Whenever this creature or another enchantment you control enters, draw a card.
Creature Enchantment - Spirit
Eidolon of Blossoms (woc) 124
Enchantress's Presence
Whenever you cast an enchantment spell, draw a card.
Enchantment
Enchantress's Presence (cmm) 893
Entity Tracker
Flash
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, draw a card.
Creature - Human Scout
Entity Tracker (dsk) 290
Setessan Champion
Constellation — Whenever an enchantment you control enters, put a +1/+1 counter on this creature and draw a card.
Creature - Human Warrior
Setessan Champion (woc) 132
Sythis, Harvest's Hand
Whenever you cast an enchantment spell, you gain 1 life and draw a card.
Legendary Creature Enchantment - Nymph
Sythis, Harvest's Hand (cmm) 938

Draw

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Land

Qty: 36 Price: $3181.40
Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (mh2) 244
Blood Crypt
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Mountain
Blood Crypt (ecl) 349
Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (ktk) 230
Breeding Pool
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Forest
Breeding Pool (eoe) 251
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (tdc) 107
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (nec) 168
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (ktk) 233
Forest
(
: Add
.)
Basic Land - Forest
Forest (neo) 302
Gaea's Cradle
: Add
for each creature you control.
Legendary Land
Gaea's Cradle (usg) 321
Godless Shrine
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Swamp
Godless Shrine (eoe) 254
Hallowed Fountain
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Island
Hallowed Fountain (rvr) 280
Island
(
: Add
.)
Basic Land - Island
Island (neo) 296
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (mh2) 248
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (mh2) 250
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (neo) 299
Overgrown Tomb
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Forest
Overgrown Tomb (ecl) 266
Plains
(
: Add
.)
Basic Land - Plains
Plains (neo) 293
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (ktk) 239
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (plst) M19-254
Sacred Foundry
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Mountain
Sacred Foundry (eoe) 256
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (mh2) 254
Serra's Sanctum
: Add
for each enchantment you control.
Legendary Land
Serra's Sanctum (usg) 325
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (grn) 257
Stomping Ground
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Mountain Forest
Stomping Ground (eoe) 258
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (neo) 297
Temple Garden
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Forest
Temple Garden (grn) 258
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (mh2) 260
Watery Grave
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Swamp
Watery Grave (gtc) 249
White Lotus Hideout
: Add
.
: Add one mana of any color. Spend this mana only to cast a Lesson or Shrine spell.
,
: Add one mana of any color.
Land
White Lotus Hideout (tla) 281
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (ktk) 248
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (ktk) 249

Land

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Protection

Qty: 5 Price: $38.95
Blessed Sanctuary
Prevent all noncombat damage that would be dealt to you and creatures you control.
Whenever a nontoken creature you control enters, create a 2/2 white Unicorn creature token.
Enchantment
Blessed Sanctuary (j22) 157
Destiny Spinner
Creature and enchantment spells you control can't be countered.
: Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.
Creature Enchantment - Human
Destiny Spinner (thb) 168
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (cmm) 295
Sphere of Safety
Creatures can't attack you or planeswalkers you control unless their controller pays
for each of those creatures, where X is the number of enchantments you control.
Enchantment
Sphere of Safety (rtr) 24
Sterling Grove
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.)
, Sacrifice this enchantment: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
Enchantment
Sterling Grove (mh2) 293

Protection

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Ramp

Qty: 14 Price: $265.66
Burgeoning
Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.
Enchantment
Burgeoning (plst) STH-102
Composer of Spring
Constellation — Whenever an enchantment you control enters, you may put a land card from your hand onto the battlefield tapped. If you control six or more enchantments, instead you may put a creature or land card from your hand onto the battlefield tapped.
Creature - Satyr Bard
Composer of Spring (cmm) 739
Cryptolith Rite
Creatures you control have "
: Add one mana of any color."
Enchantment
Cryptolith Rite (inr) 189
Dryad of the Ilysian Grove
You may play an additional land on each of your turns.
Lands you control are every basic land type in addition to their other types.
Creature Enchantment - Dryad Nymph
Dryad of the Ilysian Grove (m3c) 225
Exploration
You may play an additional land on each of your turns.
Enchantment
Exploration (dmr) 159
Gleaming Splendor
Whenever an opponent draws their second card each turn, you create a Treasure token.
: Two target players each draw a card.
Enchantment
Gleaming Splendor (hob) 239
Herald of the Pantheon
Enchantment spells you cast cost
less to cast.
Whenever you cast an enchantment spell, you gain 1 life.
Creature - Shaman Centaur
Herald of the Pantheon (ori) 180
Inquisitive Glimmer
Enchantment spells you cast cost
less to cast.
Unlock costs you pay cost
less.
Creature Enchantment - Fox Glimmer
Inquisitive Glimmer (dsk) 217
Jukai Naturalist
Lifelink
Enchantment spells you cast cost
less to cast.
Creature Enchantment - Human Monk
Jukai Naturalist (woc) 140
Land Tax
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
Enchantment
Land Tax (soc) 153
Omniscience
You may cast spells from your hand without paying their mana costs.
Enchantment
Omniscience (fdn) 312
Sanctum Weaver
: Add X mana of any one color, where X is the number of enchantments you control.
Creature Enchantment - Dryad
Sanctum Weaver (woc) 131
Sol Ring
: Add
.
Artifact
Sol Ring (cmr) 700
Starfield Mystic
Enchantment spells you cast cost
less to cast.
Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on this creature.
Creature - Human Cleric
Starfield Mystic (j25) 260

Ramp

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Recursion

Qty: 2 Price: $242.98
Replenish
Return all enchantment cards from your graveyard to the battlefield. (Auras with nothing to enchant remain in your graveyard.)
Sorcery
Replenish (uds) 15
Underworld Breach
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice this enchantment.
Enchantment
Underworld Breach (thb) 161

Recursion

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Removal

Qty: 4 Price: $27.96
Aura Shards
Whenever a creature you control enters, you may destroy target artifact or enchantment.
Enchantment
Aura Shards (plst) CMD-182
Counterspell
Counter target spell.
Instant
Counterspell (dsc) 114
Doomwake Giant
Constellation — Whenever this creature or another enchantment you control enters, creatures your opponents control get -1/-1 until end of turn.
Creature Enchantment - Giant
Doomwake Giant (cmm) 865
Extinguish All Hope
Destroy all nonenchantment creatures.
Sorcery
Extinguish All Hope (cmm) 157

Removal

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Shrine

Qty: 21 Price: $28.83
Crescent Island Temple
When Crescent Island Temple enters, for each Shrine you control, create a 1/1 red Monk creature token with prowess. (Whenever you cast a noncreature spell, it gets +1/+1 until end of turn.)
Whenever another Shrine you control enters, create a 1/1 red Monk creature token with prowess.
Legendary Enchantment - Shrine
Crescent Island Temple (tla) 129
Go-Shintai of Ancient Wars
First strike
At the beginning of your end step, you may pay
. When you do, Go-Shintai of Ancient Wars deals X damage to target player or planeswalker, where X is the number of Shrines you control.
Legendary Creature Enchantment - Shrine
Go-Shintai of Ancient Wars (neo) 144
Go-Shintai of Boundless Vigor
Trample
At the beginning of your end step, you may pay
. When you do, put a +1/+1 counter on target Shrine for each Shrine you control.
Legendary Creature Enchantment - Shrine
Go-Shintai of Boundless Vigor (neo) 187
Go-Shintai of Hidden Cruelty
Deathtouch
At the beginning of your end step, you may pay
. When you do, destroy target creature with toughness X or less, where X is the number of Shrines you control.
Legendary Creature Enchantment - Shrine
Go-Shintai of Hidden Cruelty (neo) 97
Go-Shintai of Lost Wisdom
Flying
At the beginning of your end step, you may pay
. When you do, target player mills X cards, where X is the number of Shrines you control. (To mill a card, a player puts the top card of their library into their graveyard.)
Legendary Creature Enchantment - Shrine
Go-Shintai of Lost Wisdom (neo) 55
Go-Shintai of Shared Purpose
Vigilance
At the beginning of your end step, you may pay
. If you do, create a 1/1 colorless Spirit creature token for each Shrine you control.
Legendary Creature Enchantment - Shrine
Go-Shintai of Shared Purpose (neo) 14
Honden of Cleansing Fire
At the beginning of your upkeep, you gain 2 life for each Shrine you control.
Legendary Enchantment - Shrine
Honden of Cleansing Fire (chk) 14
Honden of Infinite Rage
At the beginning of your upkeep, Honden of Infinite Rage deals damage to any target equal to the number of Shrines you control.
Legendary Enchantment - Shrine
Honden of Infinite Rage (plst) EMA-134
Honden of Life's Web
At the beginning of your upkeep, create a 1/1 colorless Spirit creature token for each Shrine you control.
Legendary Enchantment - Shrine
Honden of Life's Web (ema) 172
Honden of Night's Reach
At the beginning of your upkeep, target opponent discards a card for each Shrine you control.
Legendary Enchantment - Shrine
Honden of Night's Reach (ema) 91
Honden of Seeing Winds
At the beginning of your upkeep, draw a card for each Shrine you control.
Legendary Enchantment - Shrine
Honden of Seeing Winds (ema) 54
Kyoshi Island Plaza
When Kyoshi Island Plaza enters, search your library for up to X basic land cards, where X is the number of Shrines you control. Put those cards onto the battlefield tapped, then shuffle.
Whenever another Shrine you control enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Legendary Enchantment - Shrine
Kyoshi Island Plaza (tla) 184
Northern Air Temple
When Northern Air Temple enters, each opponent loses X life and you gain X life, where X is the number of Shrines you control.
Whenever another Shrine you control enters, each opponent loses 1 life and you gain 1 life.
Legendary Enchantment - Shrine
Northern Air Temple (tla) 111
Sanctum of All
At the beginning of your upkeep, you may search your library and/or graveyard for a Shrine card and put it onto the battlefield. If you search your library this way, shuffle.
If a triggered ability of another Shrine you control triggers while you control six or more Shrines, that ability triggers an additional time.
Legendary Enchantment - Shrine
Sanctum of All (m21) 225
Sanctum of Calm Waters
At the beginning of your first main phase, you may draw X cards, where X is the number of Shrines you control. If you do, discard a card.
Legendary Enchantment - Shrine
Sanctum of Calm Waters (m21) 68
Sanctum of Fruitful Harvest
At the beginning of your first main phase, add X mana of any one color, where X is the number of Shrines you control.
Legendary Enchantment - Shrine
Sanctum of Fruitful Harvest (m21) 203
Sanctum of Shattered Heights
, Discard a land card or Shrine card: Sanctum of Shattered Heights deals X damage to target creature or planeswalker, where X is the number of Shrines you control.
Legendary Enchantment - Shrine
Sanctum of Shattered Heights (m21) 157
Sanctum of Stone Fangs
At the beginning of your first main phase, each opponent loses X life and you gain X life, where X is the number of Shrines you control.
Legendary Enchantment - Shrine
Sanctum of Stone Fangs (m21) 120
Sanctum of Tranquil Light
: Tap target creature. This ability costs
less to activate for each Shrine you control.
Legendary Enchantment - Shrine
Sanctum of Tranquil Light (m21) 33
Southern Air Temple
When Southern Air Temple enters, put X +1/+1 counters on each creature you control, where X is the number of Shrines you control.
Whenever another Shrine you control enters, put a +1/+1 counter on each creature you control.
Legendary Enchantment - Shrine
Southern Air Temple (tla) 36
The Spirit Oasis
When The Spirit Oasis enters, draw a card for each Shrine you control.
Whenever another Shrine you control enters, draw a card.
Legendary Enchantment - Shrine
The Spirit Oasis (tla) 72

Shrine

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Stack

Qty: 1 Price: $6.99
Authority of the Consuls
Creatures your opponents control enter tapped.
Whenever a creature an opponent controls enters, you gain 1 life.
Enchantment
Authority of the Consuls (fdn) 137

Stack

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Tokens

Qty: 4 Price: $90.96
Anointed Procession
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
Enchantment
Anointed Procession (plst) AKH-2
Archon of Sun's Grace
Flying
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Creature - Archon
Archon of Sun's Grace (pthb) 3p
For the Common Good
Create X tokens that are copies of target token you control. Then tokens you control gain indestructible until your next turn. You gain 1 life for each token you control.
Sorcery
For the Common Good (blb) 172
Second Harvest
For each token you control, create a token that's a copy of that permanent.
Instant
Second Harvest (inr) 213

Tokens

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Tutor

Qty: 3 Price: $77.97
Crop Rotation
As an additional cost to cast this spell, sacrifice a land.
Search your library for a land card, put that card onto the battlefield, then shuffle.
Instant
Crop Rotation (dmr) 154
Enlightened Tutor
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
Instant
Enlightened Tutor (mir) 14
Entomb
Search your library for a card, put that card into your graveyard, then shuffle.
Instant
Entomb (dmr) 304

Tutor

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Maybeboard

Qty: 1 Price: $5.49
Second Chance
At the beginning of your upkeep, if you have 5 or less life, sacrifice this enchantment and take an extra turn after this one.
Enchantment
Second Chance (ulg) 41

Maybeboard

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Deck Info

Deck stats

23 pips - 21 cards
14 mana - 13 cards
13 pips - 10 cards
13 mana - 12 cards
9 pips - 8 cards
13 mana - 12 cards
7 pips - 7 cards
13 mana - 12 cards
30 pips - 28 cards
14 mana - 13 cards
0 pips - 0 cards
4 mana - 3 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"This is a deck that is meant as an ode to. This is a take on the Commander that got me into the format.\n\nThe nature of the Shrine enchantment type is very strong as they're harder to interact with then creatures but also don't provide protection in a vacuum. together they are very strong. foundation of the deck is draw, ramp, and protection. each of these is to get more shrines, play more shrines, and protect the shrines. While on paper that's great there are only 26 shrines and each play a key role when combined. this lends itself to randomness of commander. the foundation is there and the flavor is random. I like to think of it as you never know what \"shrine\" you'll come across and if it's the one you need oh how wonderful.\n\nThe Early Turns. The opening is the most crucial. Your opening hand and first few turns need to be ramp and card draw. mulligan to have these two and 3 lands. This is the best start. The goal is to have Go-Shintai of Life's Origin out before turn 4 so you can get more shrines out exponentially. If the machine is running as intended by turn 6 you should have a flow of shrine, draw, ramp, benefit, etc. then each turn you're playing 1 more, 2 more, 4 more etc. These are accelerated with the 3 card draw shrines, 3 ramp shrines, \n\nMid Game. this can be just as crucial as the first few rounds. prioritizing which shrines or enchantments to play during this period can lead to the game being over because you win or because you ran dry and died. protection is highly valuable here. many times, this is when other players start making the moves and while that can daunt, I've learned to lie and wait. the goal is to be the second strongest threat. establish protection with the right cards and then when the late game hits, you're already there. These are also accelerated with the shrines that help in slowing others, shrine for tapping down creatures, shrine for mill, shrine for discard, shrine for removal. \n\nLate Game. if the game has flowed as usually without any crazy turns from others now is the time to start laying out the finishers. there are many ways to close out the game from here and protection is what allows for this. there are 2 full board drains that happen consistently, 2 forms of direct damage, 3 mass token generators, 3 mass anthem or pump affects. \n\nThrough many playtests I have learned that due to the nature of the shrine card type there are ways to alternately jump ahead. specific shrines can fill in the gap of the machine-like oil. These are crucial when parts of the board state are removed. there's also some mass recursion for the event you draw far too many cards or lose them all. The love of this deck has grown as I've grown with it. learning what to prioritize and what to cut has taught me a lot. that is what makes this deck special. When it goes it goes, it punishes greed, and rewards humility. \n"}]}
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