![]() ![]() Rounding out the list with some Counterspell s and some ramp gives us this finished list. ![]() These two lands ensure a Swiftfoot Boots doesn't ruin our plans. Our most important effects, Unnatural Selection and Amoeboid Changeling, need to target a creature. The final two cards I want to highlight are Arcane Lighthouse and Detection Tower. This effect usually comes with the risk of being vulnerable to retaliatory attacks, but Gor Muldrak, Amphinologist will protect us even with our creatures temporarily gone. By attacking with our tokens, we can make them phase out after combat so we have as few creatures as possible to keep digging up more and more Salamanders. Unless, of course, they slip behind Teferi's Veil. Community content is available under CC-BY-SA unless otherwise noted. : Put a 6/6 green Wurm creature token onto the battlefield for each land you control. : Draw cards equal to the greatest power among creatures you control. The 4/3 Salamander tokens he creates only go out to each player with the least creatures, so the extra tokens created by our planeswalkers could get in the way. : Put a 3/3 green Beast creature token onto the battlefield. The final piece of this amphibian puzzle are a few cards to make sure Gor Muldrak, Amphinologist is doing more for us than our opponents. ![]()
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