Lin Sivvi, Defiant Hero: The commander provides card advantage hard to come by in mono-white, and a toolbox that gives access to combo, aggro and control.
Changeling Hero: Protect Sivvi or other key creatures, and provides lifegain for Well of Lost Dreams.
Children of Korlis: Recover from big attack or life payment (Phyrexian Processor or Righteous Aura). You can even use it twice for a net gain of life (sac it, put it back with sivvi and tutor it up again).
Defiant Vanguard: Combat trick and redundant searcher. Mini-combo with Valor Made Real.
Lightbringer: Against black decks and combo with Distorting Lens)
Mirror Entity: The aggro component of the deck. Nice combo with Martial Coup or evasive effects.
Outrider en-Kor: One half of the life combo.
Rapelling Scouts: Flying blocker or doubly evasive threat that survives most things.
Reveille Squad: Now you can search twice with Sivvi if you're attacked! Also nice combat trick and Whipcorder synergy.
Task Force: Second half of life combo.
Whipcorder: Only 2 mana rebel worth running, part of the voltron defense.
Crovax, Ascendant Hero: The only Elesh Norn available in 2DH.
Emeria Shepherd: One of the best white EDH creatures.
Felidar Sovereign: Alt win con through a clogged field when you have lots of life (very easy for this deck).
Heliod's Pilgrim: Finds combo pieces and removal.
Mentor of the Meek: One of the best card draw options for the deck.
Phyrexian Revoker: Nice disruption on legs.
Seht's Tiger: More disruption on legs.
Steel Hellkite: Even more.
Stonecloaker: Let's face it, it's all disruption here.
World Queller: MOAR DISRUPTION, BWAHAHA!
Animal Boneyard: Key combo piece. Sac an arbitrarily big Task Force, targeted one million times by Outrider en-Kor, and gain a silly life total. Also useful sac outlet for various purposes.
Bound in Silence: A rebel, meaning you can even slide it onto hexproof creatures without casting it.
Curse of Exhaustion: A very nasty little targeted Rule of Law that can tie up a combo player for a while.
Darksteel Mutation: The definitive board locking aura. It even makes the target survive most sweepers making actual disenchanting or sacrifice outlets the only escape.
Faith's Fetters: Another versatile board locking aura.
Flickering Ward: Protection or evasion that's easy to tutor for and survives board wipes.
Weight of Conscience: Tutorable creature exiling for the low cost of tapping two rebels.
Aura of Silence: One of the best disenchant effects available.
Nevermore: Just say no to certain commanders, combo pieces etc.
Oblivion Ring: Versatile removal.
Righteous Aura: Circle of Protection: Everything, for the bargain price of life which you have in spades. Protects against commander damage, infect, prevents combat damage abilities from triggering etc.
Loxodon Warhammer: Trampling to punch through the token hoards or to make Sivvi a credible threat with Mirror Entity so you can win off commander damage if necessary. Lifelink is also always useful fuel for the deck.
Mask of Memory: Card draw is important but so is not having important rebels stuck in your hand - discard and reuse with Sivvi.
Skullclamp: Possibly the best card draw in the deck.
Swiftfoot Boots: Sivvi protection and enabler, or use it with various fatties.
Armillary Sphere: 2 lands for 4 mana is acceptable, and it fits the curve.
Dreamstone Hedron: A bigger Mind Stone. The heavy cost is OK since it still taps for 3 and permits rebel searching the turn you drop it.
Everflowing Chalice: Flexibel, can be a Sisay's Ring or anything smaller or bigger as needed.
Expedition Map: Ramps with Temple of the False God or finds key utility lands.
Hedron Archive: The medium sized Mind Stone. Still decently costed, accelerating right after Sivvi drops and at least permitting her to search out 1-2 CMC rebels that same turn.
Mind Stone: One of the best rocks for mono-white - not as dramatic as Dreamstone Hedron, but starts giving early.
Prismatic Lens: Ability to give white mana against a Contamination lock makes this rock particularly useful.
Thought Vessel: No Reliquary Tower in 2DH, and hand size can be a factor with rebel tutoring.
Distorting Lens: Combo with Lightbringer but can also be used to punch holes in protection or disequip protection swords by making them the color they protect against.
Phyrexian Processor: Create enormous tokens with life combo or Children of Korlis. Give them evasion with Loxodon Warhammer or Rogue's Passage.
Well of Lost Dreams: Right up there with Mentor of the Meek in terms of mana-efficiency, and more readily enabled thanks to all the life gain.
Martial Coup: Resolve this for 7 mana and prepare with Changeling Hero on Sivvi before. Next turn, find Mirror Entity and swing for 30 or more damage.
Open the Armory: One of the only affordable tutors available in this format. Always gets something useful though.
Rout: One of the best sweepers in EDH.
Survival Cache: In this deck, it is a better white Divination.
Three Dreams: Three cards for 5 mana isn't bad in mono-white, and you can get combo pieces, solid removal or protection with it.
Tragic Arrogance: Cool sweeper where you get to decide who keeps what, unlike Cataclysm.
Argivian Find: Effective becomes a better Enlightened Tutor later in the game.
Comeuppance: Awesome spell - a selective sweeper or protection against direct damage.
Condemn: An alternative combo piece to Animal Boneyard and also solid removal.
Dawn Charm: All three modes are highly useful.
Hallowed Moonlight: Destroy token armies, reanimated fatties and other unfair things.
Miraculous Recovery: I prefer this over Marshal's Anthem for instant speed and since I only have a few fatties to rez. Very good with Mask of Memory and a fatty in hand.
Return to Dust: Best disenchant effect in EDH possibly.
To Arms: Reuse Sivvi, combat trick and cantrip. Awesome!
Valor Made Real: Cheap smart sweeper with Defiant Vanguard if you're attacked.
Plains: Yes, we need those.
Buried Ruin: Nice, cheap artifact recursion never hurt.
High Market: It's a shame Miren, the Moaning Well is out of price range, but this at least protects your creatures from being board locked or stolen (Homeward Path is off limits too).
Mystifying Maze: An affordable maze effect.
Opal Palace: Not super-important, but a bigger Sivvi could occasionally be nice.
Rogue's Passage: Evasion is important since the deck will sometimes rely on a fatty to connect FTW.
Sea Gate Wreckage: Card draw when you really need it, at virtually no opportunity cost.
Tectonic Edge: This is hovering around the $2 price barrier right now, but could easily be replaced with Ghost Quarter if needed.
Temple of the False God: A poor man's Ancient Tomb.
WATCHLIST
These are cards that could be very interesting for the deck, but are currently above but near $2 and have a reasonable chance of becoming available in the near future:
Zealot il-Vec: He is a lot more fragile and not much more evasive than Rappelling Scouts. In an equipment heavy build with swords, he would be better. Fated Retribution: Probably the next best sweeper I'm not running. Gift of Immortality: Very strong effect but I struggle to find a crucial use for it. This might just not be the deck for it. Spear of Heliod: It's a good card, but it doesn't really offer anything new compared to what the deck already does so well.
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Feedback is greatly appreciated. I'm sure there is room for improvement! Combos and synergies:
1) Task Force + Outrider en-Kor + Animal Boneyard OR Condemn = infinite life. In turn, infinite life has synergy with Felidar Sovereign and Glacial Chasm.
2) Children of Korlis with Phyrexian Processor or Glacial Chasm. Could use Righteous Aura too, but I find no room for it presently. Glacial Chasm can be tutored more easily and is counter proof.
3) Lightbringer with Distorting Lens.
4) Zealot il-Vec with Gorgon's Head or Grafted Exoskeleton.
Win cons are Mirror Entity + utility weenies and rebels, phyrexian processor, or simply beating with a few good angels, or more distantly grafted exoskeleton or felidar sovereign as alternative win cons.
EDIT: More cards to consider... Rapelling Scouts: I think Zealot il-Vec hoping for gorgon parts is a bit too slow and cute for this format, this is a sturdier and more versatile evasive rebel. Reveille Squard: Another good rebel I overlooked. If I'm reading it right, I get to search twice with Lin Sivvi for no untap cost whenever I'm attacked. Also awesome combat trick and pseudo-vigilance for all at a reasonable cost. Endbringer: A reasonably costed fatty with a reasonably costed draw ability in white. Mask of Memory: More card draw, didn't think it was so cheap. I have lots of evasion to use it well. Loxodon Warhammer: Strong, merits consideration. Comeuppance: What a nice find, instant speed selective boardwipe or combo punisher. Hushwing Gryff: Still need to consider what will be affected by this in the final build, but I reckon opponents will suffer more. Crystal Ball: Could be good in mono-white, cheap too. Slate of Ancestry: Also merits consideration. Skullclamp: Blimey me, but it appears to be solidly below the 2 dollar mark! Staff of Nin: Another consideration for affordable card draw in mono white. Dreamstone Hedron: Probably better than several of the mana rocks in the list above. White Sun's Zenit and Decree of Justice: Two instant speed win cons with mirror entity that merit consideration. Rule of Law and Ivory Mask: Possibly better than the two ivory bears. Haven't quite decided what my anti-combo defense is gonna be. The answer is probably "not enough", lol.
Phew, that's a lot of cards - good cards even. I need to go back to the drawing board.
Alright, on the chopping block:
Zealot il-Vec: Replaced with Rapelling Scouts
Aegis of the Gods: I will probably go with Glowrider and/or Hushwing Gryff
Sunblast Angel: This should be Martial Coup or some other good sweeper instead.
True Believer: Vryn Wingmare protects better and flies
Marshal's Anthem: Should probably be Remember the Fallen instead.
Gorgon's Head: It was only decent with Zealot
Commander's Sphere: Realized I want to drop Lin on t3, making this iffy.
Worn Powerstone: Even more iffy, delays me rather than accelerates.
Akroma's Vengeance: I run way too many artifacts and enchantments to come out on top of this. Should be a better sweeper for this deck.
Ugh. That's only like 9 cards. And I'm looking a bit thin on land too. I might not even be able to fit as much combo hate, so the "stax" elements of the deck may need to be reconsidered. I feel like I might be quite redundant on stuff, but not sure on what yet. I now notice I've just gone gung-ho on disruption without really having a plan.
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The OP has been updated with complete decklist and mini-guide. Enjoy!
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3 Lin Sivvi, Defiant Hero
CREATURES (20)
-rebels (10)
5 Changeling Hero
1 Children of Korlis
3 Defiant Vanguard
3 Lightbringer
3 Mirror Entity
3 Outrider en-Kor
4 Rappelling Scouts
4 Reveille Squad
3 Task Force
2 Whipcorder
-other creatures (10)
6 Crovax, Ascendant Hero
7 Emeria Shepherd
6 Felidar Sovereign
3 Heliod's Pilgrim
3 Mentor of the Meek
2 Phyrexian Revoker
4 Seht's Tiger
6 Steel Hellkite
3 Stonecloaker
5 World Queller
ENCHANTMENTS (11)
-auras (7)
3 Animal Boneyard
3 Bound in Silence
4 Curse of Exhaustion
2 Darksteel Mutation
4 Faith's Fetters
1 Flickering Ward
2 Weight of Conscience
3 Aura of Silence
3 Nevermore
3 Oblivion Ring
2 Righteous Aura
ARTIFACTS (15)
-equipment (4)
3 Loxodon Warhammer
2 Mask of Memory
1 Skullclamp
2 Swiftfoot Boots
-mana (8)
2 Armillary Sphere
6 Dreamstone Hedron
0 Everflowing Chalice
1 Expedition Map
4 Hedron Archive
2 Mind Stone
2 Prismatic Lens
2 Thought Vessel
-others (3)
2 Distorting Lens
4 Phyrexian Processor
4 Well of Lost Dreams
SORCERIES (6)
7 Martial Coup
2 Open the Armory
5 Rout
3 Survival Cache
5 Three Dreams
5 Tragic Arrogance
1 Argivian Find
4 Comeuppance
1 Condemn
2 Dawn Charm
2 Hallowed Moonlight
5 Miraculous Recovery
4 Return to Dust
2 To Arms!
1 Valor Made Real
LANDS (38)
30 Plains
1 Buried Ruin
1 High Market
1 Mystifying Maze
1 Opal Palace
1 Rogue's Passage
1 Sea Gate Wreckage
1 Tectonic Edge
1 Temple of the False God
Lin Sivvi, Defiant Hero: The commander provides card advantage hard to come by in mono-white, and a toolbox that gives access to combo, aggro and control.
Changeling Hero: Protect Sivvi or other key creatures, and provides lifegain for Well of Lost Dreams.
Children of Korlis: Recover from big attack or life payment (Phyrexian Processor or Righteous Aura). You can even use it twice for a net gain of life (sac it, put it back with sivvi and tutor it up again).
Defiant Vanguard: Combat trick and redundant searcher. Mini-combo with Valor Made Real.
Lightbringer: Against black decks and combo with Distorting Lens)
Mirror Entity: The aggro component of the deck. Nice combo with Martial Coup or evasive effects.
Outrider en-Kor: One half of the life combo.
Rapelling Scouts: Flying blocker or doubly evasive threat that survives most things.
Reveille Squad: Now you can search twice with Sivvi if you're attacked! Also nice combat trick and Whipcorder synergy.
Task Force: Second half of life combo.
Whipcorder: Only 2 mana rebel worth running, part of the voltron defense.
Crovax, Ascendant Hero: The only Elesh Norn available in 2DH.
Emeria Shepherd: One of the best white EDH creatures.
Felidar Sovereign: Alt win con through a clogged field when you have lots of life (very easy for this deck).
Heliod's Pilgrim: Finds combo pieces and removal.
Mentor of the Meek: One of the best card draw options for the deck.
Phyrexian Revoker: Nice disruption on legs.
Seht's Tiger: More disruption on legs.
Steel Hellkite: Even more.
Stonecloaker: Let's face it, it's all disruption here.
World Queller: MOAR DISRUPTION, BWAHAHA!
Animal Boneyard: Key combo piece. Sac an arbitrarily big Task Force, targeted one million times by Outrider en-Kor, and gain a silly life total. Also useful sac outlet for various purposes.
Bound in Silence: A rebel, meaning you can even slide it onto hexproof creatures without casting it.
Curse of Exhaustion: A very nasty little targeted Rule of Law that can tie up a combo player for a while.
Darksteel Mutation: The definitive board locking aura. It even makes the target survive most sweepers making actual disenchanting or sacrifice outlets the only escape.
Faith's Fetters: Another versatile board locking aura.
Flickering Ward: Protection or evasion that's easy to tutor for and survives board wipes.
Weight of Conscience: Tutorable creature exiling for the low cost of tapping two rebels.
Aura of Silence: One of the best disenchant effects available.
Nevermore: Just say no to certain commanders, combo pieces etc.
Oblivion Ring: Versatile removal.
Righteous Aura: Circle of Protection: Everything, for the bargain price of life which you have in spades. Protects against commander damage, infect, prevents combat damage abilities from triggering etc.
Loxodon Warhammer: Trampling to punch through the token hoards or to make Sivvi a credible threat with Mirror Entity so you can win off commander damage if necessary. Lifelink is also always useful fuel for the deck.
Mask of Memory: Card draw is important but so is not having important rebels stuck in your hand - discard and reuse with Sivvi.
Skullclamp: Possibly the best card draw in the deck.
Swiftfoot Boots: Sivvi protection and enabler, or use it with various fatties.
Armillary Sphere: 2 lands for 4 mana is acceptable, and it fits the curve.
Dreamstone Hedron: A bigger Mind Stone. The heavy cost is OK since it still taps for 3 and permits rebel searching the turn you drop it.
Everflowing Chalice: Flexibel, can be a Sisay's Ring or anything smaller or bigger as needed.
Expedition Map: Ramps with Temple of the False God or finds key utility lands.
Hedron Archive: The medium sized Mind Stone. Still decently costed, accelerating right after Sivvi drops and at least permitting her to search out 1-2 CMC rebels that same turn.
Mind Stone: One of the best rocks for mono-white - not as dramatic as Dreamstone Hedron, but starts giving early.
Prismatic Lens: Ability to give white mana against a Contamination lock makes this rock particularly useful.
Thought Vessel: No Reliquary Tower in 2DH, and hand size can be a factor with rebel tutoring.
Distorting Lens: Combo with Lightbringer but can also be used to punch holes in protection or disequip protection swords by making them the color they protect against.
Phyrexian Processor: Create enormous tokens with life combo or Children of Korlis. Give them evasion with Loxodon Warhammer or Rogue's Passage.
Well of Lost Dreams: Right up there with Mentor of the Meek in terms of mana-efficiency, and more readily enabled thanks to all the life gain.
Martial Coup: Resolve this for 7 mana and prepare with Changeling Hero on Sivvi before. Next turn, find Mirror Entity and swing for 30 or more damage.
Open the Armory: One of the only affordable tutors available in this format. Always gets something useful though.
Rout: One of the best sweepers in EDH.
Survival Cache: In this deck, it is a better white Divination.
Three Dreams: Three cards for 5 mana isn't bad in mono-white, and you can get combo pieces, solid removal or protection with it.
Tragic Arrogance: Cool sweeper where you get to decide who keeps what, unlike Cataclysm.
Argivian Find: Effective becomes a better Enlightened Tutor later in the game.
Comeuppance: Awesome spell - a selective sweeper or protection against direct damage.
Condemn: An alternative combo piece to Animal Boneyard and also solid removal.
Dawn Charm: All three modes are highly useful.
Hallowed Moonlight: Destroy token armies, reanimated fatties and other unfair things.
Miraculous Recovery: I prefer this over Marshal's Anthem for instant speed and since I only have a few fatties to rez. Very good with Mask of Memory and a fatty in hand.
Return to Dust: Best disenchant effect in EDH possibly.
To Arms: Reuse Sivvi, combat trick and cantrip. Awesome!
Valor Made Real: Cheap smart sweeper with Defiant Vanguard if you're attacked.
Plains: Yes, we need those.
Buried Ruin: Nice, cheap artifact recursion never hurt.
High Market: It's a shame Miren, the Moaning Well is out of price range, but this at least protects your creatures from being board locked or stolen (Homeward Path is off limits too).
Mystifying Maze: An affordable maze effect.
Opal Palace: Not super-important, but a bigger Sivvi could occasionally be nice.
Rogue's Passage: Evasion is important since the deck will sometimes rely on a fatty to connect FTW.
Sea Gate Wreckage: Card draw when you really need it, at virtually no opportunity cost.
Tectonic Edge: This is hovering around the $2 price barrier right now, but could easily be replaced with Ghost Quarter if needed.
Temple of the False God: A poor man's Ancient Tomb.
WATCHLIST
These are cards that could be very interesting for the deck, but are currently above but near $2 and have a reasonable chance of becoming available in the near future:
Zealot il-Vec: He is a lot more fragile and not much more evasive than Rappelling Scouts. In an equipment heavy build with swords, he would be better.
Fated Retribution: Probably the next best sweeper I'm not running.
Gift of Immortality: Very strong effect but I struggle to find a crucial use for it. This might just not be the deck for it.
Spear of Heliod: It's a good card, but it doesn't really offer anything new compared to what the deck already does so well.
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"At least for those who can play cards, their present incarnation is not quite wasted."
[Click here for the articles!]
3 Lin Sivvi, Defiant Hero
CREATURES (25)
-rebels (9)
5 Changeling Hero
1 Children of Korlis
3 Defiant Vanguard
3 Lightbringer
3 Mirror Entity
3 Outrider en-Kor
3 Task Force
2 Whipcorder
3 Zealot il-Vec
-other creatures (16)
2 Aegis of the Gods
6 Crovax, Ascendant Hero
7 Emeria Shepherd
7 Eternal Dragon
6 Felidar Sovereign
3 Heliod's Pilgrim
3 Mentor of the Meek
2 Phyrexian Revoker
3 Rune-Tail, Kitsune Ascendant
4 Seht's Tiger
6 Sunblast Angel
6 Steel Hellkite
3 Stonecloaker
2 True Believer
6 Twilight Shepherd
5 World Queller
-auras (5)
3 Animal Boneyard
3 Bound in Silence
3 Gift of Immortality
4 Faith's Fetters
2 Weight of Conscience
-other enchantments (8)
2 Angelic Renewal
3 Aura of Silence
2 Blind Obedience
2 Journey to Nowhere
4 Marshal's Anthem
3 Nevermore
3 Oblivion Ring
5 Sphere of Safety
ARTIFACTS (16)
-equipment (3)
1 Gorgon's Head
4 Grafted Exoskeleton
2 Swiftfoot Boots
-mana (9)
3 Commander's Sphere
0 Everflowing Chalice
1 Expedition Map
4 Hedron Archive
2 Mind Stone
4 Sisay's Ring
2 Thought Vessel
3 Worn Powerstone
4 Ur-Golem's Eye
2 Distorting Lens
4 Phyrexian Processor
3 Scepter of Dominance
3 Spear of Heliod
SORCERIES (5)
6 Akroma's Vengence
2 Open the Armory
5 Rout
5 Three Dreams
5 Tragic Arrogance
INSTANTS (5)
1 Argivian Find
1 Condemn
2 Celestial Flare
2 Dawn Charm
4 Return to Dust
LANDS (35)
28 Plains
1 Buried Ruin
1 Desert
1 Drifting Meadow
1 Glacial Chasm
1 Quicksand
1 Secluded Steppe
1 Tectonic Edge
Feedback is greatly appreciated. I'm sure there is room for improvement! Combos and synergies:
1) Task Force + Outrider en-Kor + Animal Boneyard OR Condemn = infinite life. In turn, infinite life has synergy with Felidar Sovereign and Glacial Chasm.
2) Children of Korlis with Phyrexian Processor or Glacial Chasm. Could use Righteous Aura too, but I find no room for it presently. Glacial Chasm can be tutored more easily and is counter proof.
3) Lightbringer with Distorting Lens.
4) Zealot il-Vec with Gorgon's Head or Grafted Exoskeleton.
Win cons are Mirror Entity + utility weenies and rebels, phyrexian processor, or simply beating with a few good angels, or more distantly grafted exoskeleton or felidar sovereign as alternative win cons.
Currently considering:
EDIT: More cards to consider...
Rapelling Scouts: I think Zealot il-Vec hoping for gorgon parts is a bit too slow and cute for this format, this is a sturdier and more versatile evasive rebel.
Reveille Squard: Another good rebel I overlooked. If I'm reading it right, I get to search twice with Lin Sivvi for no untap cost whenever I'm attacked. Also awesome combat trick and pseudo-vigilance for all at a reasonable cost.
Endbringer: A reasonably costed fatty with a reasonably costed draw ability in white.
Mask of Memory: More card draw, didn't think it was so cheap. I have lots of evasion to use it well.
Loxodon Warhammer: Strong, merits consideration.
Comeuppance: What a nice find, instant speed selective boardwipe or combo punisher.
Hushwing Gryff: Still need to consider what will be affected by this in the final build, but I reckon opponents will suffer more.
Crystal Ball: Could be good in mono-white, cheap too.
Slate of Ancestry: Also merits consideration.
Skullclamp: Blimey me, but it appears to be solidly below the 2 dollar mark!
Staff of Nin: Another consideration for affordable card draw in mono white.
Dreamstone Hedron: Probably better than several of the mana rocks in the list above.
White Sun's Zenit and Decree of Justice: Two instant speed win cons with mirror entity that merit consideration.
Rule of Law and Ivory Mask: Possibly better than the two ivory bears. Haven't quite decided what my anti-combo defense is gonna be. The answer is probably "not enough", lol.
Phew, that's a lot of cards - good cards even. I need to go back to the drawing board.
Alright, on the chopping block:
Zealot il-Vec: Replaced with Rapelling Scouts
Aegis of the Gods: I will probably go with Glowrider and/or Hushwing Gryff
Sunblast Angel: This should be Martial Coup or some other good sweeper instead.
True Believer: Vryn Wingmare protects better and flies
Marshal's Anthem: Should probably be Remember the Fallen instead.
Gorgon's Head: It was only decent with Zealot
Commander's Sphere: Realized I want to drop Lin on t3, making this iffy.
Worn Powerstone: Even more iffy, delays me rather than accelerates.
Akroma's Vengeance: I run way too many artifacts and enchantments to come out on top of this. Should be a better sweeper for this deck.
Ugh. That's only like 9 cards. And I'm looking a bit thin on land too. I might not even be able to fit as much combo hate, so the "stax" elements of the deck may need to be reconsidered. I feel like I might be quite redundant on stuff, but not sure on what yet. I now notice I've just gone gung-ho on disruption without really having a plan.
A series of seven articles using Magic to explore the very stuff of the Universe!
"At least for those who can play cards, their present incarnation is not quite wasted."
[Click here for the articles!]
A series of seven articles using Magic to explore the very stuff of the Universe!
"At least for those who can play cards, their present incarnation is not quite wasted."
[Click here for the articles!]