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[NO DLC] Twinsoul Ramp

Posted by SuperbLizard on 25/04/2024

LAND TYPE(S)
Faeria cost
4
Difficulty
Deck's likes

Revisited an old Twinsoul list and made some adaptations. The main star of the show are still the Flying Mantas. You can play them out on turn 3 with an Elemental and start setting up your triple/quadcollection from there. Running Leaping Fugu and Mobie ensures we get the full value from the land acceleration and won't have many dead turns where playing out an Elemental is excessive. Some additional beef comes in the form of Mystic Beast which also pairs well with the land ramp. There's a lot of 1x in this list that can operate functionally the same but leave a bit more room for skill expressing rather than running say a full playset. Mirror Phantasm, Last Nightmare, Mobie, Humbling Vision are all great answers to single target threats. But each matchup brings their own challenges that require you to utilise them correctly. For example in fringe cases you want to hold up a card like Last Nightmare to free up additional attack paths, sometimes even targeting your own units. Other games you might need the transform of Mirror Phantasm to deal with a strong last words effect. Since this is a swarm list you usually shouldn't have too much trouble with holding up collections. There's not a ton of reactive answers in the deck that can work without you having a presence on board so be sure to set up your turns in advance. Try to hold on to your 1x for as long as possible as they tend to get better with time (the more of them you have in hand the likelier it is one of them will be an efficient answer). Basically what I tried to elaborate earlier with functionally same/ different niche applications.

Either way this is a fantastic pick into just about anything yellow, green, and blue. The red matchup is obviously hard but Mystic Beast and Fugu should give you a bit of standing.
Enjoy!

LAND TYPES (by number of cards)

0
23
12
0
0

FAERIA COST (by number of cards)

4
0
0
0
1
3
2
8
3
10
4
5
5
3
6
1
7+

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