2 Treasure HunterNow that is an interesting pile, when I look at it as text. There are only ten ways for me to win and of those, four are viable: Skyreach Manta. Everything else is there to generate mana or counters, or reset board states to ones more advantageous to me through a recurred Engineered Explosives. Recurring board sweeps are good of course, if you can get to them.
4 Skyreach Manta
4 Etched Oracle
4 Energy Chamber
3 Engineered Explosives
4 Pentad Prism
3 Clearwater Goblet
3 Inexorable Tide
4 Rampant Growth
2 Clockspinning
4 Channel the Suns
8 Forest
1 Vivid Crag
1 Vivid Creek
2 Vivid Grove
1 Vivid Marsh
1 Vivid Meadow
1 Academy Ruins
2 Mountain
2 Swamp
2 Plains
2 Island
Which is why Clearwater Goblet is in there: gaining 4-5 life a turn is generally enough to mitigate what an aggressive deck can do and give me time to set up the flying beasts.
This deck evolved: originally an exploration of the Sunburst mechanic, Clockspinning was added in later as a way to counteract the scalable limit of the Sunburst mechanic. Once Populate became a mechanic, I thought that Inexorable Tide would be a great way to reinforce Clockspinning's leapfrogging of Sunburst.
Nonetheless, looking at this deck now, I can't help but wonder if I have too much mana fixing. Channel the Suns is a good card; Is it necessary? Or perhaps I should be directing that question towards Rampant Growth, since I already have mana fixing at the two spot, as well as a way to repeat that mana fixing with Energy Chamber. According to the deck stats, there's a pretty big glut at two mana and a hole in the three mana spot, so it may be worth my while to find some juice at the three mana spot, the only question is; What does this need?
Time to play this and find out.
Bonus time: I dug this article by Dan Nelson on the probability of playing high casting cost cards in limited. Definitely worth a read.
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