Instant 1 Dromar's Charm 1 Punish Ignorance 1 Esper Charm 1 Batwing Brume 1 Memory Plunder 1 Unmake 1 Steal Strength 1 Swat 1 Rebuild 1 Misdirection 1 Traumatic Visions 1 Resounding Wave 1 Ensnare 1 Excise 1 Disenchant 1 Gleam of Resistance |
Artifacts 1 Feldon's Cane 1 Armillary Sphere 1 Obelisk of Esper 1 Wayfarer's Bauble 1 Braidwood Sextant 1 Fluctuator |
Enchantment 1 Energy Flux 1 Lingering Mirage 1 Moonlit Wake 1 Seal of Cleansing |
Sorcery 1 Brilliant Ultimatum 1 Incremental Blight 1 Living End 1 Forced March 1 Living Death 1 Absorb Vis 1 Sever Soul 1 Call to Mind 1 Dust to Dust 1 Resurrection 1 Akroma's Vengeance |
Lands 1 Barren Moor 1 Drifting Meadow 1 Remote Isle 1 Coastal Tower 11 Swamp 11 Island 11 Plains |
Creatures 1 Jhessian Zombies 1 Mindleech Mass 1 Esper Sojourners 1 Dromar, the Banisher 1 Sanctum Plowbeast 1 Glassdust Hulk 1 Thistledown Liege 1 Brass Secretary 1 Twisted Abomination 1 Disciple of Malice 1 Scion of Darkness 1 Undead Gladiator 1 Viscera Dragger 1 Shoreline Ranger 1 Primoc Escapee 1 Pendrell Drake 1 Stormscape Familiar 1 Drifting Djinn 1 Sky Weaver 1 Keeneye Aven 1 Stormscape Battlemage 1 Yoked Plowbeast 1 Noble Templar 1 Disciple of Grace |
So why bring this up? Because Amonkhet and Hour of Devastation have cycling as a central mechanic in those sets. (Edit: I started working on this before I knew cycling was a mechanic in Ikoria!)
And this deck wants to cycle a bunch of creatures and then cast Living Death to bring them all back and attack for victory. I'll start off with a few games, of course but with a whole bunch of new cards to choose from, I am expecting to be able to hack away some chaff for some solid beats-and maybe even find enough room to make Dakkon a problem when I play it!
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