Woo Brews – The Ultimate Fogdoor Guide

Change is coming. Dragon’s Maze will be out soon and spoilers are leaking. There are lots of crazy ones already—crazy ones I will be writing about—but I’m not ready yet.

Spoiler season is always an exciting time, but I’m not always ready to let go of the current format. I’m having too much fun. I’m reminded of last year’s Green Summer where I could play 16 [card]Llanowar Elves[/card] with [card]Primeval Titan[/card]s, [card]Gavony Township[/card]s, and [card]Sword of Feast and Famine[/card]s. I didn’t want it to end.

This is how I feel about Fogdoor. I love the deck. Almost three weeks in and I’m STILL finding new ways to win with it. I see Dragon’s Maze on the horizon, but I have more tournaments before then, and I am going to play with this deck as much as possible before the format shakes up. What is awesome now might not even be viable next month.

So I decided to write The Ultimate Fogdoor Guide. The deck is hard to play, there are PTQs to win, and time is counting down. The deck requires a ton of experience to operate at maximum capacity, but I know that’s just not possible for those of you with little time. But an extensive deck breakdown might be good enough. For those of you out there who believe in the deck and want to take down your next Standard tournament, this is for you. All of the cards broken down, all of the tips, all of the tricks, all of the matchups.

The Ultimate Fogdoor Guide

I feel like the current list has everything we need in the main for beating everything you’ll see in other main decks, and everything we need in the sideboard for everything you’ll see in other sideboards. I will try to explain the purpose of every card, but if you don’t understand, feel free to ask me, and I will answer.


[deck]Main Deck:
2 Glacial Fortress
2 Hallowed Fountain
1 Watery Grave
1 Blood Crypt
4 Sunpetal Grove
3 Temple Garden
1 Godless Shrine
1 Overgrown Tomb
1 Woodland Cemetary
4 Breeding Pool
4 Hinterland Harbor
1 Steam Vents
2 Alchemist’s Refuge
4 Fog
4 Farseek
1 Negate
3 Snapcaster Mage
4 Chromatic Lantern
1 DetentionSphere
1 Supreme Verdict
1 Door to Nothingness
3 Increasing Ambition
4 Urban Evolution
2 Terminus
4 Sphinx’s Revelation
1 Rakdos’s Return
1 Dispel
1 Duress
1 Negate
2 Supreme Verdict
1 Psychic Spiral
1 Jace, Memory Adept
1 Vraska, Unseen
3 Thragtusk
2 Terminus
1 Borborygmos Enraged
1 Rakdos’s Return[/deck]

Fogdoor Main Discussion

[draft]Snapcaster Mage
Increasing Ambition[/draft]

The appeal of the deck to me is really [card]Snapcaster Mage[/card] in combination with [card]Increasing Ambition[/card]. This allows us to search for any card and use it multiple times. This means our deck is built in such a way that we have the tools to fight every single deck without having to overcompensate in any one direction. We have flexibility AND redundancy.

Sphinx’s Revelation
Urban Evolution[/draft]

This is the backbone of our strategy. We can draw so many cards with our mana to get ahead on both mana and cards. A [card]Fog[/card] a turn keeps us at parity on the board, so that we can win in all categories of game scoring.

[draft]Supreme Verdict

These are the sweepers in the main. [card]Terminus[/card] is much, much, much stronger effect—there are lots of undying and indestructible creatures out there. It’s still nice to have a [card]Supreme Verdict[/card] because there are times when we want to sweep and [card]Increasing Ambition[/card] while tight on mana.

[card]Terminus[/card] is also useful for reshuffling creatures into our deck. [card]Terminus[/card] is our 4th [card]Snapcaster Mage[/card], and our 8th [card]Fog[/card]. [card]Terminus[/card] is our win condition when things go awry—there will be sideboarded games where we only have a couple [card]Thragtusk[/card]s and Snapcasters in the deck to kill with, but Terminus will allow that to be a kill.

[draft]Increasing Ambition[/draft]

I’m surprised this card has seen so little play. It’s not a strong tempo play, but it works well in all matchups. It can search up Fogs to rebuy the tempo used, and the card is really, really strong against slower decks. It represents the ability to search for so many backbreaking cards, especially to be reused in conjunction with [card]Snapcaster Mage[/card], that it is really tough for control decks.

[draft]Detention Sphere[/draft]

We need to be able to kill random planeswalkers game one, and this is basically the cheapest way to do it. It’s also randomly decent in the early game by removing blockers and hitting land drops.

[draft]Rakdos’s Return[/draft]

[card]Rakdos’s Return[/card] does so many things in this deck. Its primary purpose is to clear the hand of the opponent to make way for Door. Its secondary purpose is to fireball the opponent for lethal. Its tertiary purpose is to nuke unlucky planeswalkers. It’s fantastic.

[draft]Alchemist’s Refuge[/draft]

One of these used to be a [card]Kessig Wolf Run[/card], but [card]Alchemist’s Refuge[/card] proved invaluable in every matchup. Against creature decks it allows us to sweep mid-combat to remove lethal haste creatures. Against control decks it allows us to overload the opponent’s mana with a brutal end-of-turn [card]Rakdos’s Return[/card].

The card is also really important as a kill with [card]Door to Nothingness[/card]. It allows us to play around cards like [card]Acidic Slime[/card]. It also lets us sneak a Door into play when an opponent plays [card]Sphinx’s Revelation[/card]. Most Revelation decks don’t play any way to kill a Door game one, so sneaking a Door in is a good way to get the opponent to scoop.

[draft]Door to Nothingness[/draft]

Door is almost not even necessary with [card]Rakdos’s Return[/card], but as far as 1-card kills go, this is the most efficient. It combos with Fog and [card]Alchemist’s Refuge[/card] to make for a near-instant kill. This allows us to dedicate the other 59 cards in our deck to reaching a point where the last card is lethal.

Knowing when to Door is perhaps the most challenging aspect of the deck. In most games, the ideal is to remove all the opponent’s creatures, and their hand, and to play Door on end step with counter backup. This isn’t always possible. Some games we are running out of Fogs, life, and so on. In these kind of games it’s good to look for opportunities to grab a Door and win before the window closes.

In general, Door is usually the last card in my hand when I go for the kill. This allows us to play around everything while getting a good look at the opponent’s deck. It’s also super fun.

Something to keep in mind with Door is that sometimes we have it early, and cast it early. Sometimes we don’t have [card]Chromatic Lantern[/card]. We do have WWUUBBRRGG in our deck through lands, so it’s important to consider this early when casting [card]Farseek[/card].

Fogdoor Sideboard Discussion


Being able to fight counter wars and [card]Sphinx’s Revelation[/card] wars is good. The first [card]Dispel[/card] has some value over the third [card]Negate[/card] because we can tutor for it. Dispel can also be good against really aggressive decks with counterspells. It helps us force through a [card]Terminus[/card].

Rakdos’s Return[/draft]

Being able to fight over the opponent’s hand is good. The first [card]Duress[/card] has some value over the third [card]Rakdos’s Return[/card]. Return is a blunt instrument, [card]Duress[/card] is a scalpel. Duress is a good lead-in to a Rakdos’s Return.

Duress is also good against those aggressive decks with counterspells. We don’t necessarily have the mana to fight with countermagic, but Duress will let us know the coast is clear for a Fog or a Terminus.

[draft]Supreme Verdict

We have access to 3 [card]Supreme Verdict[/card] and 4 [card]Terminus[/card] after sideboard. We want all 7 against Naya Blitz, but that is the only deck. [card]Supreme Verdict[/card] is great against Flash, but in most other situations, [card]Terminus[/card] is better. The meta is filled with undying creatures and [card]Falkenrath Aristocrat[/card]s.

If Supreme Verdict doesn’t kill everything, it doesn’t kill anything. So I find myself with a 4 Terminus, 0 Supreme Verdict configuration often.


[card]Thragtusk[/card] is good in a lot of matchups. He is great against [card]Thragtusk[/card], [card]Geralf’s Messenger[/card], and UWR Flash. He is also a solid beast in the hyper aggro matchups, and can actually be the finisher in those matchups.

[draft]Psychic Spiral[/draft]

[card]Psychic Spiral[/card] is some nice insurance against anyone trying to mill us. With 3 [card]Snapcaster Mage[/card]s we will usually have access to one of these against aggressive mill opponents, and a single [card]Psychic Spiral[/card] can entirely change the course of a game.

[draft]Vraska the Unseen[/draft]

Vraska is great at killing [card]Witchbane Orb[/card]s and planeswalkers. She’s not very good against decks that can kill her, but she’s the best option for killing planeswalkers outside of what we already have. I toyed around with [card]Bramblecrush[/card] for a while, but Vraska is the best option.

[draft]Jace, Memory Adept[/draft]

Jace is mostly for threat diversity. Decks with lots of disruption can sometimes nab our primary kill conditions, so it’s nice to have extra. Jace is actually a pretty fast kill, and is also a nice answer to opposing Jaces.

[draft]Borborygmos Enraged[/draft]

There once were decks that played no creatures and sideboarded in [card]Baneslayer Angel[/card]s after the opponent took out all their removal. Borborygmos is a similar idea. It’s rare that he can be killed after board, so he comes in often. He’s the best kill condition creature in the format. [card]Griselbrand[/card] is nice, but he just draws cards, of which we have plenty. Borborgymos can stabilize the board immediately, keep the board clean, and go to the opponent’s face when combined with our card draw.

Playing Around Hate

One of the joys of this deck is deciding what we can and can’t play around, and playing appropriately. There are times we suspect a counterspell, a burn spell, or an instant-speed graveyard removal spell. What happens if we play around it? Can we still win? What happens if we don’t play around it? Can we still win?

Playing Around Burn

[draft]Searing Spear
Obzedat, ghost council
Deathrite Shaman
Blood Artist
Boros Reckoner
Bonfire of the Damned
Geralf’s Messenger
Duskmantle Seer
Rakdos’s Return[/draft]

These are the most common ways the opponent can reach through a [card]Fog[/card] and kill us. A lot of decks play cards like these, so it’s always important to keep them in mind.

One of the first things you can do is start Fogging on non-lethal attacks. If you are at 9 and the opponent is attacking for 7, now might be a good time to pull the trigger on a Fog. On one hand, it requires us to use one more, but on the other hand, it will go a long way toward saving us from getting burned out.

[draft]Sphinx’s Revelation[/draft]

The life gain element of this card can become extremely important. There are times where we are on an obvious clock from something like a [card]Deathrite Shaman[/card], and in addition to preventing creature damage, the next step before victory is shooting back into double-digit life.

[draft]Alchemist’s Refuge[/draft]

A lot of decks will try to burn us out with creatures like [card]Obzedat, Ghost Council[/card] or [card]Hellrider[/card]. Fog is only mildly effective here and sweepers on our own turn don’t work that well either. The best plan here is an attack step sweep fueled by [card]Alchemist’s Refuge[/card].


[card]Negate[/card] is a nice catchall for a card like [card]Bonfire of the Damned[/card], [card]Searing Spear[/card], or [card]Blasphemous Act[/card]. We only have 1 and it can be hard to keep up the mana turn in and turn out, but there are situations where we are so far ahead that the only way to lose is from a big burn spell. In these games it’s okay to sacrifice in the short term to grab a [card]Negate[/card] to protect in the long term.

Playing Around Graveyard Hate

[draft]Rest in Peace
Purify the Grave
Beckon Apparition
Deathrite Shaman[/draft]

Some decks will attack our graveyard, meaning no [card]Increasing Ambition[/card] and no [card]Snapcaster Mage[/card]. It’s unclear to me how good this actually is against us, but there are definitely moments where a [card]Purify the Grave[/card] on a Fog is game.

The thing about graveyard hate is we can rarely see it coming. Burn is often obvious, but graveyard hate could come from any white deck at any time. It’s pretty rare that an opponent brings it in AND we’re in a spot where it kills us, but those situations definitely come up and it pays to be prepared. There are two ways to play around this.

The first is to try to set up a game where we can win without having to Snapcaster a Fog. This might mean playing a Wrath-heavy game or using Snapcaster early on [card]Farseek[/card] when the opponent is tapped out. It might mean searching for Fogs aggressively and being aware that we might not have 7 Fogs, we might only have 4 this game.

The second way to play around graveyard hate is in sideboarding. If we suspect our opponent is going to be attacking our graveyard it might be in our best interest to shave some copies of Snapcaster or Increasing Ambition for cards that are useful even if our graveyard is under attack.

Playing Around Discard

Appetite for Brains
Rakdos’s Return[/draft]

Discard can be a problem because we have so few ways to actually win the game. In the first game we have [card]Door to Nothingness[/card], [card]Rakdos’s Return[/card], and Snapcaster-Rakdos’s Return. We can also demolish the opponent’s board and try to win with 3 Snapcasters, but that is extremely difficult.

If the opponent pulls our Door from our hand, it can be a huge problem, so we need to keep it in mind.

The first way to play around it is to leave Door in the deck for as long as possible. We don’t have control over whether we draw it naturally, but we do have control over whether we tutor for it. If we only pull it from our deck the moment we play it, we can’t lose to Duress.

The real trick to playing around discard is in sideboarding. There’s no reason to expect anything other than [card]Rakdos’s Return[/card] in game ones, but [card]Appetite for Brains[/card] and [card]Duress[/card] are both common from black aggro decks after sideboarding. The key here is making sure to leave in MULTIPLE ways to kill. JUST a Borborygmos is not enough against a Zombie player, because there will be games where it gets pulled by an Appetite for Brains.

So, when sideboarding against black decks, always make sure to have several angles of attack. This doesn’t mean we can’t sideboard out the Door, but it does mean we need to adapt if we lose a win condition.

Playing Around Mill

[draft]Nephalia Drownyard
Thought Scour
Jace, Memory Adept[/draft]

If our Door gets milled into our graveyard, we pretty much have to kill them with a [card]Rakdos’s Return[/card]. This is hard in certain matchups, especially if they pack lots of counters and life gain.

If Drownyard is played early, [card]Increasing Ambition[/card] for Door early. Drownyard going the full distance and milling us is not easy, but Drownyard milling Door is game. If it’s in our hand, it’s safe. Most of these mill decks won’t play [card]Duress[/card] in the first game.

In sideboarding, the best way to fight mill is to make our deck as threat diverse as possible. This means bringing in our planeswalkers, [card]Psychic Spiral[/card], and Borborygmos. Getting milled all the way out is easy to prevent with Snapcaster [card]Psychic Spiral[/card], and we should have enough threats that we will have a way to kill regardless.

Playing Around Counterspells

Spell Rupture
Dimir Charm

A counterspell on our Door means we have to kill with [card]Rakdos’s Return[/card]. That’s a scary thought. It’s okay though, few control decks play more than 3 relevant counterspells, and we have a plan to fight through them.

If the opponent is planning on countering our kill condition, we will need to find the time to set up an [card]Alchemist’s Refuge[/card] + [card]Rakdos’s Return[/card] + [card]Negate[/card] + Snapcaster-Rakdos’s Return + Snapcaster Negate + Door. With all of our draw and mana this isn’t actually that hard and can fight through almost everything.

There are also a lot of aggro decks running undying creatures with [card]Spell Rupture[/card] or [card]Dimir Charm[/card]. This can make things tricky because our Fog or Terminus isn’t guaranteed to get through. So what’s the plan? We can either look for open windows or try to overload them. If they are a blue aggro deck and they tap out, DON’T WAIT! If they do tap out, we will have to get creative. Maybe we can [card]Terminus[/card] with [card]Fog[/card] back up. Maybe we can end-of-turn Revelation. These are strong plays for fighting through disruptive aggro decks.

Playing Around Skullcrack


[card]Skullcrack[/card] is not played much, but it’s scary, so I figured I would talk about it. I have successfully played around it many times, putting myself in a position where I win whether they have it or not. And they usually don’t.

The first thing to keep in mind is that Skullcrack will come in from sideboards only. It’s not in main decks. That means when sideboarding against red decks we are planning on turning into more of a sweeper deck than a Fog/life gain deck. This puts us in a position where the times Skullcrack would ruin us are fewer.

An important key to playing around [card]Skullcrack[/card] is to go for life gain and damage prevention when they’re tapped out. If they tap out for a haste guy, that is usually a good time to Fog into Thragtusk, even if we still have a lot of life yet.

Another important key to playing around [card]Skullcrack[/card] is playing Fog with our first mana of the turn. If we are tapped out and Fog, Skullcrack = death. If we Fog with open mana, we might be able to respond with a big [card]Sphinx’s Revelation[/card] or a flashed-in [card]Supreme Verdict[/card]. This situation is pretty easy to set up in the mid-game without giving up much if they don’t have it.

All in all, Skullcrack is not very popular. But even if it becomes popular it is not too hard to prepare for.

Playing Around Planeswalkers

[draft]Liliana of the Veil
Jace, Memory Adept[/draft]

Both of these planeswalkers see a little bit of play, and both of them WILL kill us. We only have four answers in our main: [card]Negate[/card], [card]Detention Sphere[/card], [card]Rakdos’s Return[/card], and [card]Door to Nothingness[/card].

Usually the game plan is to [card]Increasing Ambition[/card] for either [card]Detention Sphere[/card] or [card]Rakdos’s Return[/card], depending on which works. This will work out a lot of the time, but there are situations where these cards will eat us alive.

Other times you have to race to Door. These games are very uncommon but very fun when they happen.

With sideboarding we get quite a few more answers in [card]Duress[/card], Vraska, [card]Jace, Memory Adept[/card], [card]Rakdos’s Return[/card], [card]Negate[/card], and Borborygmos. When playing against decks that you suspect are bringing in planeswalkers, bring in as many of these as possible.

Curving Out

One of the least obvious ways to win with this deck is curving out. What do I mean by this? Go take a look at the cost sorted image of the deck. It might help to keep it up in a side window for the rest of the article.

Look at the curve. There’s not a lot going on at either 2 or 4. Ideally we ramp on these turns, but games are not always ideal. So what do we do in non-ideal situations?

Keep in mind—our late game against aggressive decks is mostly unbeatable. We have SO MUCH DRAW, SO MUCH LIFE GAIN, and a non-interactive kill. The key is not WINNING from that point, but GETTING to that point. So how do we get there?

[draft]Snapcaster Mage
Sphinx’s Revelation[/draft]

In many games the curve is Snapcaster no flashback into [card]Sphinx’s Revelation[/card] for 1. It feels bad when you first start doing it, but it contributes to wins. We have so much to do at 5 mana onward that we need only to get to 5 mana in the early turns. That means throwing out an [card]Ambush Viper[/card] to block or drawing 1 card to dig for that 5th land.

[draft]Increasing Ambition[/draft]

Another common play is to [card]Increasing Ambition[/card] for a land. It doesn’t feel as good as [card]Urban Evolution[/card], but [card]Urban Evolution[/card] can bring on a much needed 6th land, while Increasing Ambition can’t. Increasing Ambition flashed back for a land and a [card]Fog[/card] is also very common.

It’s not obvious, and it doesn’t always feel good, but curving out works.

Opening Hands

I’ve been known to keep a majority of hands with all decks, and I try to keep with this deck whenever possible. I always say you can’t go to 5 if you never go to 6. With that said, there is one kind of hand that I think it’s worth it to always mulligan.

Hands like this:

[draft]Breeding Pool
Temple Garden
Snapcaster Mage
Sphinx’s Revelation
Urban Evolution

2-land hands without [card]Farseek[/card] or [card]Chromatic Lantern[/card]. They are pretty bad because they require us to hit 3 lands by the time our 5th turn comes around, or we completely fall off the cliff. This is about the best looking hand that falls into these categories, but I really hate it.

Hands like this are so bad because stumbling on mana is the most common way to lose. There is a reason we play 27 + 8 ramp spells—if we aren’t turning mana into cards into more mana we aren’t doing ANYTHING.

With the same thinking, here is a hand I have been keeping.

[draft]Glacial Fortress
Hallowed fountain
Blood Crypt
Alchemist’s Refuge
Hinterland Harbor
Steam Vents
Sphinx’s Revelation[/draft]

Yes, I actually think 6 land + [card]Sphinx’s Revelation[/card] is better than any 2-land, no-ramp-spell hands. And I keep this hand often. I like that we KNOW that we will hit our 5th land drop, and that will be good enough to win in a lot of matchups. We are going to be vulnerable to the fastest starts, but this hand is solid against anything that isn’t going to kill us by turn 5.

The ideal opener has between 3 and 5 lands, but I keep 6 lands more often than I keep 2 lands. I’m not certain that this is correct, but I’m certain in my reasoning.

Fogdoor Sideboarding

There are so many matchups it is unwieldy to provide a matchup analysis of each, but I think a quick sideboard guide for the major archetypes will be useful.

Fogdoor Sideboarding vs. Hyper Aggro

This is how I would sideboard against a deck like Blitz. Winning is always secondary to not dying early, so we sideboard appropriately. [card]Thragtusk[/card]s are enough for a kill, but Borborygmos is good because he stabilizes the board.


[draft]1 Negate
1 Rakdos’s Return
1 Door to Nothingness
3 Urban Evolution
2 Increasing Ambition[/draft]


[draft]2 Supreme Verdict
2 Terminus
3 Thragtusk
1 Borborygmos Enraged[/draft]

A common card to keep in mind is [card]Boros Charm[/card].

Fogdoor Sideboarding vs. Persist/ Indestructible Aggro

There are a lot of decks where [card]Supreme Verdict[/card] is ineffective. These decks include the Aristocrats, some Jund aggro, BUG aggro, Zombies, and [card]Unburial Rites[/card] decks.


[draft]1 Supreme Verdict
1 Negate
1 Rakdos’s Return[/draft]


[draft]2 Terminus
1 Borborygmos Enraged[/draft]

If they are based on attacking on the ground (no [card]Duskmantle Seer[/card] or [card]Falkenrath Aristocrat[/card]) I would also do this:


[draft]1 Increasing Ambition
1 Door to Nothingness
1 Urban Evolution[/draft]


[draft]3 Thragtusk[/draft]

Fogdor Sideboarding vs. Aggro with Counterspells

Blue aggro decks often play [card]Spell Rupture[/card] or [card]Dimir Charm[/card]. This is a problem if we are relying on [card]Terminus[/card].


[draft]1 Increasing Ambition
1 Urban Evolution[/draft]


[draft]1 Dispel
1 Duress[/draft]

Fogdoor Sideboarding vs. UWR Flash

This deck is creature based, but attacks in small chunks over a long time. This means that [card]Fog[/card] is not very effective, but we still need to deal with the board. Our go-to here is [card]Supreme Verdict[/card] and [card]Thragtusk[/card]. Thragtusk is great even though they usually play [card]Boros Reckoner[/card]—he buys a lot of time and dominates the board if Reckoner doesn’t show up.


[draft]4 Fog
3 Increasing Ambition
2 Terminus[/draft]


[draft]2 Supreme Verdict
3 Thragtusk
1 Negate
1 Dispel
1 Duress
1 Rakdos’s Return[/draft]

[card]Detention Sphere[/card] is nice because it can take out [card]Assemble the Legion[/card] and Jace, which they might have. If they show us Aurelia I also sometimes leave 1 [card]Fog[/card] in the deck and board in less discard or counterspells.

Fogdoor Sideboarding vs. Jund Midrange

Jund is similar to UWR in that they are a creature deck that attacks us a little at a time. They have disruption and deal damage in bits over a long game. This means Fog is not very good. It also means [card]Thragtusk[/card] is quite good—it’s a great defense against [card]Huntmaster of the Fells[/card] and other [card]Thragtusk[/card]s.


[draft]4 Fog[/draft]


[draft]3 Thragtusk
1 Borborygmos Enraged[/draft]

There is definitely merit to leaving in 1 [card]Fog[/card] to stifle their [card]Kessig Wolf Run[/card]. There is also merit to bringing in 1 Vraska to deal with troublesome non-creatures, but cards have to be cut.

[card]Supreme Verdict[/card] is better on the surface than [card]Terminus[/card], but [card]Terminus[/card] is very important in the long games. Jund is the deck that is most likely to shut down all of our primary kills, leaving us in scramble mode. In these situations the game plan is to draw the whole deck and slam Thragtusks and Terminus until the opponent runs out of defense. This actually comes up enough that I like having 2 Terminus.

Fogdoor Sideboarding vs. Control

The deck sideboards the same against most control decks. Fogs and sweeps are usually not good, and we have a ton of disruption and threats to bring in from the board. The main thing is whether we want access to [card]Supreme Verdict[/card]s or not. If they are going to try to kill us with creatures we still want some. If they are going to try to kill us with mill we shouldn’t need any.


[draft]4 Fog
1 Supreme Verdict
2 Terminus[/draft]


[draft]1 Dispel
1 Negate
1 Duress
1 Vraska the unseen
1 Jace, Memory adept
1 Borborygmos Enraged
1 Rakdos’s Return[/draft]

If playing against mill, cut 1 [card]Urban Evolution[/card] for 1 [card]Psychic Spiral[/card]. If they have creatures, cut 1 [card]Urban Evolution[/card] for 1 [card]Supreme Verdict[/card].

[draft]Door to Nothingness[/draft]

I really believe in this deck. You can probably tell. I wrote quite a novel this week. This isn’t meant to entertain, but for those of you who are interested in wielding this as your weapon of choice for the ongoing PTQ season. I think you should have everything you need.

I am on an absolute tear with this deck and it can be replicated. It’s not easy to play by any means, but hopefully this guide gives you everything you need.

Did I miss anything? Probably. If you have questions ask below.


<3 Travis Questions! Comments! Think there's something I forgot?!


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