17 | 30 | 0 | 3 | 0 | 0 | 0 | 0 | 0 |
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1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
Since this deck relies pretty heavily on the opponent getting off to a bad start, it's really only good against the Medium and Easy AIs. That said, there's nothing like the hilarity of a 10/1/10 Piercing Plating Ward double Blast Strike triple Caller's Bane Vitriol Aura Regenerating thing mowing down everything in its way. The only real "strategy" is to make sure when you get a Magnetizer on the board you Ward it as soon as possible.
6% Creatures (3) | 4% Structures (2) | 6% Spells (3) | 84% Enchantments (42) |
28% Energy (14) | 42% Growth (21) | 30% Order (15) |