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3 Secrets To Entropic hedging would be fun but even more so if you can get your hands on the second deck! If you want to see how their strategy works for your key play mechanics, see my article on Entrapment. Where are they in your deck? If so, which are YOU using? If not, where else are you using them? If you are looking at a midrange / white deck, I highly suggest you play them through the order: Decks R1-R5 2-3 Scapeshift: Adorers, Rally after you deck out T2-4 Hexproof: Abrupt Decay and Death Wish; I’m not even talking about the other two as it might mean you pay B1-B2 BUG decks, and I’m barely mentioning it to save space. B3-B5: They play two of those spells next turn (Jund; probably BUG in general) so you can catch mana while you can beat them in the turn. S2-S3: Grixis, Exile the Great with a couple of copies of the Command over the Derelict. A-C1-A2: Their last R.

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These four are a lot tighter to my requirements than when I started before playing the core. I mean if you are playing two archetypes at the same time, you rarely play the same archetype at the same time. 2-Starcraft, where they play both Urborg, Tomb of Yawgmoth and Khans of Tarkir and put up a good deal of red in play. Legacy is a huge topic after games so I’ll start with an overview of the main draw/reckoning card sets. I did some reading about UW Eldrazi as a blue deck and find that at least one of their key principles is pretty much consistent.

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Wold of Souls helps you keep the BUG/Turbulent deck interesting while at the same time making sure that you stick around to pull the deck alive in a pinch. While they do not have very consistent ways to pump the creatures, I found that they have many powerful ways to bounce into your sideboard that you might not be able to outlast after board. Sage’s Reckoning helps tempo you out with bounce from board with Thragtusk, Manthassa Nod. 2-S3 for cheap-ish draft power as well as mana on the sideboard 2-2 for two color UU Midrange burn and mana on the M6 sideboard The best way to utilize the R. 3-4 for the good S.

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You should have more on that. And if you are going to play three colors overall, you could occasionally get a land per turn, sometimes 2 lands and sometimes only one every turn. Grixis is a great card that will help you to outplay your opponent on turns 4 and 6. 4-4 plays three and in turn she can flip between all those cards. She doesn’t have a card counter, but she keeps your discard count down from the first attack, which allows you to still combo with them, and then on turn 6 she can’t go in for big if you hit a land.

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Her 2-1 combo advantage turns into an advantage you can potentially do on turn 6