Groodle
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Commander
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{"ops":[{"attributes":{"bold":true},"insert":"Whoops, Forgot My Non-Land Permanents! | Sin, Spira's Punishment"},{"insert":"\n"},{"insert":{"card-link":"Sin, Spira's Punishment"}},{"insert":" was an absolute bomb of a card from Magic's cross-over set with Final Fantasy VII. He lets you reanimate permanent cards straight out of your graveyard and allows you to repeat the process if said permanent card is a land - the trick being that it was random, leaving little room for strategy. \n"},{"attributes":{"italic":true},"insert":"But what if every permanent in our starting deck is a land?"},{"insert":"\nThat's the premise of this deck - yep, we're playing entirely with lands, instants and sorceries . . . mostly.\nThe goal of our deck is this: survive the early game until we can get Sin out, then dominate the late game.\nWe survive the early game by using a bunch of cheap interaction spells and ramping out as quickly as possible. However, ramp with out permanent cards is fairly difficult . . .\nThis deck uses cards such as "},{"insert":{"card-link":"Explore"}},{"insert":" to play extra lands, "},{"insert":{"card-link":"Farseek"}},{"insert":" to go search for lands, "},{"insert":{"card-link":"Crop Rotation"}},{"insert":" to get better lands and "},{"insert":{"card-link":"Tempt with Discovery"}},{"insert":" to both help us ramp and make us look like a nice guy - we're anything but.\nHowever, there's another gimmick with this deck; we have no basic lands (we'll get to why in a bit). This makes it difficult use highly acclaimed ramp pieces such as "},{"insert":{"card-link":"Cultivate"}},{"insert":". However, we can use "},{"insert":{"card-link":"Three Visits"}},{"insert":", "},{"insert":{"card-link":"Nature's Lore"}},{"insert":" and "},{"insert":{"card-link":"Farseek"}},{"insert":" to search for lands such as "},{"insert":{"card-link":"Underground Mortuary"}},{"insert":". \nWe can also use lands such as "},{"insert":{"card-link":"Lotus Field"}},{"insert":", "},{"insert":{"card-link":"Svyelunite Temple"}},{"insert":" and "},{"insert":{"card-link":"Horizon of Progress"}},{"insert":" to ramp out quicker (sacrificing your lands is absolutely fine - we want Sin to bring them back, anyway).\nAfter we've acquired a fair amount of mana, we want to mill a lot of cards - and I do mean A LOT. Cards like "},{"insert":{"card-link":"Brain Freeze"}},{"insert":", "},{"insert":{"card-link":"Traumatize"}},{"insert":" and "},{"insert":{"card-link":"Increasing Confusion"}},{"insert":" will help us mill most of our library very quickly. Mill is a common thing among Sin decks, but this one uses it for a different purpose -\nWe want to get both "},{"insert":{"card-link":"Hermit Druid"}},{"insert":" and "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" into our graveyard. Additionally, if milling isn't working, or we just want to be a bit quicker we can use "},{"insert":{"card-link":"Buried Alive"}},{"insert":", "},{"insert":{"card-link":"Entomb"}},{"insert":" and "},{"insert":{"card-link":"Dina's Guidance"}},{"insert":" to get these two into our graveyard as quickly as possible (we either want them there or in our hand). Even better, we can use "},{"insert":{"card-link":"Intuition"}},{"insert":" and "},{"insert":{"card-link":"Gifts Given"}},{"insert":" to search for these cards too, because it really doesn't matter if they go into our hand or our graveyard.\nOnce both "},{"insert":{"card-link":"Hermit Druid"}},{"insert":" and "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" are in our graveyard (or our hand) we play "},{"insert":{"card-link":"Sin, Spira's Punishment"}},{"insert":". Hopefully by this point you've milled a lot of cards and have sacrificed quite a few lands (sacrifice your lands using "},{"insert":{"card-link":"Lotus Field"}},{"insert":", "},{"insert":{"card-link":"Misty Rainforest"}},{"insert":", "},{"insert":{"card-link":"Horizon of Progress"}},{"insert":", "},{"insert":{"card-link":"Crop Rotation"}},{"insert":" and likewise effects). Sin's ETB will trigger, causing you to select a random permanent card from your graveyard to create a tapped token copy. \n"},{"attributes":{"bold":true},"insert":"(Additional Note): "},{"insert":"MDFCs in your graveyard are viewed by their top card (likewise with TDFCs), which, for example, in "},{"insert":{"card-link":"Bala Ged Recovery // Bala Ged Sanctuary"}},{"insert":"'s case is a sorcery. And, from Sin's view, a sorcery is not a permanent card. Neither are any of the other instants and sorceries in this deck. Because of this, Sin will be forced to exile either a land or one of the two creatures in our graveyard - and thus, we have eliminated "},{"attributes":{"italic":true},"insert":"most "},{"insert":"of the randomness of Sin. \nHopefully Sin will exile a few lands for us, creating a few token copies, before picking up either "},{"insert":{"card-link":"Hermit Druid"}},{"insert":" or "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" (Hermit is the one that we want to be exiled first, so, if using "},{"insert":{"card-link":"Final Parting"}},{"insert":" style effects, place Hermit into our graveyard and Maniac into our hand (unless you can play Hermit before you can reanimate Maniac. If Hermit won't have summoning sickness when Maniac enters, put Hermit into your hand) - however, this deck is flexible and can't be effected "},{"insert":{"card-link":"Thoughtseize"}},{"insert":" effects because it ultimately doesn't matter whether cards are in our hand or our graveyard).\nThe combo is almost complete at this point - hopefully "},{"insert":{"card-link":"Hermit Druid"}},{"insert":" and "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" are both on the battlefield. The next step is thus: wait a turn and then activate Hermit's ability (we only need to wait because of summoning sickness). As I mentioned earlier, we have no basic land cards in our deck, meaning we'll mill every single card in our deck. Whoops. Then, either wait a turn till you draw a card (which will trigger "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" and make us win) or simply play a draw spell - "},{"insert":{"card-link":"Ponder"}},{"insert":", "},{"insert":{"card-link":"Frantic Search"}},{"insert":", anything will do. Once we draw off an empty deck we'll win the game!\nAdditionally, if something happens to "},{"insert":{"card-link":"Hermit Druid"}},{"insert":", we can also use "},{"insert":{"card-link":"Tainted Pact"}},{"insert":" or "},{"insert":{"card-link":"Demonic Consultation"}},{"insert":" to win (since we have no cards with the same name, Tainted Pact acts as one of the best tutors in this deck). Simply continue to remove cards from your library until you can't remove any more, then draw a card and win.\nThis combo is quite loose though, and protection is important. The biggest problem is graveyard hate - something as simple as "},{"insert":{"card-link":"Ashiok, Dream Render"}},{"insert":" exiling our graveyard will disrupt our combo. That's why we use cards like "},{"insert":{"card-link":"Krosan Reclamation"}},{"insert":", "},{"insert":{"card-link":"Noxious Revival"}},{"insert":" and "},{"insert":{"card-link":"Turn the Earth"}},{"insert":" to quickly pull things out of our graveyard at instant speed. Additionally, this deck has a nice selection of counter spells to stop invading threats.\nWe also have a huge selection of only the best tutors from MTG history - "},{"insert":{"card-link":"Demonic Tutor"}},{"insert":", "},{"insert":{"card-link":"Mystical Tutor"}},{"insert":", "},{"insert":{"card-link":"Worldly Tutor"}},{"insert":" and a whole lot more help us to get the cards we need when we need them.\n"},{"attributes":{"bold":true},"insert":"Some Cards To Be Aware Of:"},{"insert":"\n"},{"insert":{"card-link":"Morality Shift"}},{"insert":" - Use with care. One of the most efficient ways to get "},{"insert":{"card-link":"Hermit Druid"}},{"insert":" and "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" into our graveyard, but it can also leave us with too few cards in deck if we can't get Maniac out quick enough.\n"},{"insert":{"card-link":"Torment of Hailfire"}},{"insert":", "},{"insert":{"card-link":"Increasing Confusion"}},{"insert":" and "},{"insert":{"card-link":"Psychic Drain"}},{"insert":" - Additional finishers. Since we sacrifice a whole heap of lands and then reanimate them we have a whole lot of mana to spend - using these cards to close of a game can be effective if all else fails; you don't have to only mill yourself!\n"},{"insert":{"card-link":"Singularity Rupture"}},{"insert":" - Extremely effect, due to our lack of creature cards. It also helps us to mill efficiently - feel free to target your opponents as well!\n"},{"insert":{"card-link":"Tainted Pact"}},{"insert":" - None of the cards in our library have the same name - go searching for the exact card you want!\n"},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" - Fantastic land. Since most of the cards in our deck are instants and sorceries and we're milling a lot of cards, this card lets us bring back the right cards at the right time.\n"},{"insert":{"card-link":"Fact or Fiction"}},{"insert":" and likewise cards - Since we don't mind if cards get put into our graveyard or not, this basically just says: 'double draw'.\n"},{"insert":{"card-link":"Cephalid Coliseum"}},{"insert":" - One of the best lands in the deck. Since we're milling, we reach Threshold quickly, and we can sacrifice this land to put the right cards into our graveyard.\nOther than that, I suggest you look through this deck for yourself (especially the landbase). \nIf you have any cuts/suggestions please do let me know. I'd love to improve this deck so that it is as efficient as possible!\n"},{"attributes":{"bold":true},"insert":"EDIT:"},{"insert":" Currently looking for upgrades. As of such a maybeboard may soon become present. Feel free to swap out any cards in either the main 99 or the maybeboard. And, once gain, suggestions would be appreciated!\n"},{"attributes":{"bold":true},"insert":"EDIT (2): "},{"insert":"Thinking of adding both an additional win-con card ("},{"insert":{"card-link":"Divining Witch"}},{"insert":") and some infinite turn-lock cards ("},{"insert":{"card-link":"Beacon of Tomorrows"}},{"insert":"/"},{"insert":{"card-link":"Nexus of Fate"}},{"insert":" + "},{"insert":{"card-link":"Hermit Druid"}},{"insert":"/"},{"insert":{"card-link":"Tainted Pact"}},{"insert":"/"},{"insert":{"card-link":"Demonic Consultation"}},{"insert":"/"},{"insert":{"card-link":"Divining Witch"}},{"insert":"). \n"}]}
Commander
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Combo Peices
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Draw
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Interaction
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Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Hidden Cataract
This land enters tapped.
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave

Hidden Necropolis
This land enters tapped.
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave

Hidden Nursery
This land enters tapped.
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave

Land
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MDFCs
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Mill
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Peerless Recycling
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
Return target permanent card from your graveyard to your hand. If the gift was promised, instead return two target permanent cards from your graveyard to your hand.
Return target permanent card from your graveyard to your hand. If the gift was promised, instead return two target permanent cards from your graveyard to your hand.
Instant

Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant

Protection
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Animist's Awakening
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
Sorcery

Tempt with Discovery
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
Sorcery

Zimone's Experiment
Look at the top five cards of your library. You may reveal up to two creature and/or land cards from among them, then put the rest on the bottom of your library in a random order. Put all land cards revealed this way onto the battlefield tapped and put all creature cards revealed this way into your hand.
Sorcery

Ramp
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Profane Tutor
Suspend 2— (Rather than cast this card from your hand, pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Search your library for a card, put that card into your hand, then shuffle.
Search your library for a card, put that card into your hand, then shuffle.
Sorcery

Tutor
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Archdruid's Charm
Choose one —
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
Instant

Breach the Multiverse
Each player mills ten cards. For each player, choose a creature or planeswalker card in that player's graveyard. Put those cards onto the battlefield under your control. Then each creature you control becomes a Phyrexian in addition to its other types.
Sorcery

Divining Witch
, , Discard a card: Choose a card name. Exile the top six cards of your library, then reveal cards from the top of your library until you reveal a card with the chosen name. Put that card into your hand and exile all other cards revealed this way.
Creature - Human Spellshaper

Maybeboard
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Deck Info
Deck stats
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Description
{"ops":[{"attributes":{"bold":true},"insert":"Whoops, Forgot My Non-Land Permanents! | Sin, Spira's Punishment"},{"insert":"\n"},{"insert":{"card-link":"Sin, Spira's Punishment"}},{"insert":" was an absolute bomb of a card from Magic's cross-over set with Final Fantasy VII. He lets you reanimate permanent cards straight out of your graveyard and allows you to repeat the process if said permanent card is a land - the trick being that it was random, leaving little room for strategy. \n"},{"attributes":{"italic":true},"insert":"But what if every permanent in our starting deck is a land?"},{"insert":"\nThat's the premise of this deck - yep, we're playing entirely with lands, instants and sorceries . . . mostly.\nThe goal of our deck is this: survive the early game until we can get Sin out, then dominate the late game.\nWe survive the early game by using a bunch of cheap interaction spells and ramping out as quickly as possible. However, ramp with out permanent cards is fairly difficult . . .\nThis deck uses cards such as "},{"insert":{"card-link":"Explore"}},{"insert":" to play extra lands, "},{"insert":{"card-link":"Farseek"}},{"insert":" to go search for lands, "},{"insert":{"card-link":"Crop Rotation"}},{"insert":" to get better lands and "},{"insert":{"card-link":"Tempt with Discovery"}},{"insert":" to both help us ramp and make us look like a nice guy - we're anything but.\nHowever, there's another gimmick with this deck; we have no basic lands (we'll get to why in a bit). This makes it difficult use highly acclaimed ramp pieces such as "},{"insert":{"card-link":"Cultivate"}},{"insert":". However, we can use "},{"insert":{"card-link":"Three Visits"}},{"insert":", "},{"insert":{"card-link":"Nature's Lore"}},{"insert":" and "},{"insert":{"card-link":"Farseek"}},{"insert":" to search for lands such as "},{"insert":{"card-link":"Underground Mortuary"}},{"insert":". \nWe can also use lands such as "},{"insert":{"card-link":"Lotus Field"}},{"insert":", "},{"insert":{"card-link":"Svyelunite Temple"}},{"insert":" and "},{"insert":{"card-link":"Horizon of Progress"}},{"insert":" to ramp out quicker (sacrificing your lands is absolutely fine - we want Sin to bring them back, anyway).\nAfter we've acquired a fair amount of mana, we want to mill a lot of cards - and I do mean A LOT. Cards like "},{"insert":{"card-link":"Brain Freeze"}},{"insert":", "},{"insert":{"card-link":"Traumatize"}},{"insert":" and "},{"insert":{"card-link":"Increasing Confusion"}},{"insert":" will help us mill most of our library very quickly. Mill is a common thing among Sin decks, but this one uses it for a different purpose -\nWe want to get both "},{"insert":{"card-link":"Hermit Druid"}},{"insert":" and "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" into our graveyard. Additionally, if milling isn't working, or we just want to be a bit quicker we can use "},{"insert":{"card-link":"Buried Alive"}},{"insert":", "},{"insert":{"card-link":"Entomb"}},{"insert":" and "},{"insert":{"card-link":"Dina's Guidance"}},{"insert":" to get these two into our graveyard as quickly as possible (we either want them there or in our hand). Even better, we can use "},{"insert":{"card-link":"Intuition"}},{"insert":" and "},{"insert":{"card-link":"Gifts Given"}},{"insert":" to search for these cards too, because it really doesn't matter if they go into our hand or our graveyard.\nOnce both "},{"insert":{"card-link":"Hermit Druid"}},{"insert":" and "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" are in our graveyard (or our hand) we play "},{"insert":{"card-link":"Sin, Spira's Punishment"}},{"insert":". Hopefully by this point you've milled a lot of cards and have sacrificed quite a few lands (sacrifice your lands using "},{"insert":{"card-link":"Lotus Field"}},{"insert":", "},{"insert":{"card-link":"Misty Rainforest"}},{"insert":", "},{"insert":{"card-link":"Horizon of Progress"}},{"insert":", "},{"insert":{"card-link":"Crop Rotation"}},{"insert":" and likewise effects). Sin's ETB will trigger, causing you to select a random permanent card from your graveyard to create a tapped token copy. \n"},{"attributes":{"bold":true},"insert":"(Additional Note): "},{"insert":"MDFCs in your graveyard are viewed by their top card (likewise with TDFCs), which, for example, in "},{"insert":{"card-link":"Bala Ged Recovery // Bala Ged Sanctuary"}},{"insert":"'s case is a sorcery. And, from Sin's view, a sorcery is not a permanent card. Neither are any of the other instants and sorceries in this deck. Because of this, Sin will be forced to exile either a land or one of the two creatures in our graveyard - and thus, we have eliminated "},{"attributes":{"italic":true},"insert":"most "},{"insert":"of the randomness of Sin. \nHopefully Sin will exile a few lands for us, creating a few token copies, before picking up either "},{"insert":{"card-link":"Hermit Druid"}},{"insert":" or "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" (Hermit is the one that we want to be exiled first, so, if using "},{"insert":{"card-link":"Final Parting"}},{"insert":" style effects, place Hermit into our graveyard and Maniac into our hand (unless you can play Hermit before you can reanimate Maniac. If Hermit won't have summoning sickness when Maniac enters, put Hermit into your hand) - however, this deck is flexible and can't be effected "},{"insert":{"card-link":"Thoughtseize"}},{"insert":" effects because it ultimately doesn't matter whether cards are in our hand or our graveyard).\nThe combo is almost complete at this point - hopefully "},{"insert":{"card-link":"Hermit Druid"}},{"insert":" and "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" are both on the battlefield. The next step is thus: wait a turn and then activate Hermit's ability (we only need to wait because of summoning sickness). As I mentioned earlier, we have no basic land cards in our deck, meaning we'll mill every single card in our deck. Whoops. Then, either wait a turn till you draw a card (which will trigger "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" and make us win) or simply play a draw spell - "},{"insert":{"card-link":"Ponder"}},{"insert":", "},{"insert":{"card-link":"Frantic Search"}},{"insert":", anything will do. Once we draw off an empty deck we'll win the game!\nAdditionally, if something happens to "},{"insert":{"card-link":"Hermit Druid"}},{"insert":", we can also use "},{"insert":{"card-link":"Tainted Pact"}},{"insert":" or "},{"insert":{"card-link":"Demonic Consultation"}},{"insert":" to win (since we have no cards with the same name, Tainted Pact acts as one of the best tutors in this deck). Simply continue to remove cards from your library until you can't remove any more, then draw a card and win.\nThis combo is quite loose though, and protection is important. The biggest problem is graveyard hate - something as simple as "},{"insert":{"card-link":"Ashiok, Dream Render"}},{"insert":" exiling our graveyard will disrupt our combo. That's why we use cards like "},{"insert":{"card-link":"Krosan Reclamation"}},{"insert":", "},{"insert":{"card-link":"Noxious Revival"}},{"insert":" and "},{"insert":{"card-link":"Turn the Earth"}},{"insert":" to quickly pull things out of our graveyard at instant speed. Additionally, this deck has a nice selection of counter spells to stop invading threats.\nWe also have a huge selection of only the best tutors from MTG history - "},{"insert":{"card-link":"Demonic Tutor"}},{"insert":", "},{"insert":{"card-link":"Mystical Tutor"}},{"insert":", "},{"insert":{"card-link":"Worldly Tutor"}},{"insert":" and a whole lot more help us to get the cards we need when we need them.\n"},{"attributes":{"bold":true},"insert":"Some Cards To Be Aware Of:"},{"insert":"\n"},{"insert":{"card-link":"Morality Shift"}},{"insert":" - Use with care. One of the most efficient ways to get "},{"insert":{"card-link":"Hermit Druid"}},{"insert":" and "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" into our graveyard, but it can also leave us with too few cards in deck if we can't get Maniac out quick enough.\n"},{"insert":{"card-link":"Torment of Hailfire"}},{"insert":", "},{"insert":{"card-link":"Increasing Confusion"}},{"insert":" and "},{"insert":{"card-link":"Psychic Drain"}},{"insert":" - Additional finishers. Since we sacrifice a whole heap of lands and then reanimate them we have a whole lot of mana to spend - using these cards to close of a game can be effective if all else fails; you don't have to only mill yourself!\n"},{"insert":{"card-link":"Singularity Rupture"}},{"insert":" - Extremely effect, due to our lack of creature cards. It also helps us to mill efficiently - feel free to target your opponents as well!\n"},{"insert":{"card-link":"Tainted Pact"}},{"insert":" - None of the cards in our library have the same name - go searching for the exact card you want!\n"},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" - Fantastic land. Since most of the cards in our deck are instants and sorceries and we're milling a lot of cards, this card lets us bring back the right cards at the right time.\n"},{"insert":{"card-link":"Fact or Fiction"}},{"insert":" and likewise cards - Since we don't mind if cards get put into our graveyard or not, this basically just says: 'double draw'.\n"},{"insert":{"card-link":"Cephalid Coliseum"}},{"insert":" - One of the best lands in the deck. Since we're milling, we reach Threshold quickly, and we can sacrifice this land to put the right cards into our graveyard.\nOther than that, I suggest you look through this deck for yourself (especially the landbase). \nIf you have any cuts/suggestions please do let me know. I'd love to improve this deck so that it is as efficient as possible!\n"},{"attributes":{"bold":true},"insert":"EDIT:"},{"insert":" Currently looking for upgrades. As of such a maybeboard may soon become present. Feel free to swap out any cards in either the main 99 or the maybeboard. And, once gain, suggestions would be appreciated!\n"},{"attributes":{"bold":true},"insert":"EDIT (2): "},{"insert":"Thinking of adding both an additional win-con card ("},{"insert":{"card-link":"Divining Witch"}},{"insert":") and some infinite turn-lock cards ("},{"insert":{"card-link":"Beacon of Tomorrows"}},{"insert":"/"},{"insert":{"card-link":"Nexus of Fate"}},{"insert":" + "},{"insert":{"card-link":"Hermit Druid"}},{"insert":"/"},{"insert":{"card-link":"Tainted Pact"}},{"insert":"/"},{"insert":{"card-link":"Demonic Consultation"}},{"insert":"/"},{"insert":{"card-link":"Divining Witch"}},{"insert":"). \n"}]}

















































































































































