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4 Agent Of Masks
4 Blind Hunter
3 Curse Artifact
4 Cursed Land
4 Faith's Fetters
4 Pillory Of The Sleepless
3 Disenchant
4 Gerrard's Verdict
4 Vindicate

12 Plains
12 Swamp
2 Orzhova, The Church Of Deals

Bleed Until There's Nothing Left.

Description of deck by its author (quoted):
This deck uses a variety of control mechanisms with bleeding effects to win the game. It just packs eight creatures – four Agent of Masks and four Blind Hunters. These are not enough to keep the opponent from burying you in an avalanche of creatures, so be prepared to take some damage. Your removal, Fetters, Vindicate, Disenchant, and Pillory will need to be relied upon to give you the time you need to establish control and win the game.

Don't worry overmuch with the small creatures your opponent has. Faith's Fetters, Orzhova, Agents, Verdicts and Hunters will all assist in gaining life. You'll get enough life to survive the small stuff while you eliminate the big stuff. You can block recklessly with the Blind Hunter if you have need because of the haunt provision. You'll note that the opponent will die quickly to all of your bleeding effects. Between Curse Artifact, Cursed Land, Pillory, Orzhova, Agents and Hunters, your opponent will quickly be plinked to death. The benefit you receive from all of this is obvious. Not only are you establishing control, not only are you gaining life, but you are also winning simultaneously.

I tossed in Vindicate as an emergency mechanism. You can toss it at anything that needs to be offed, although I expect that creatures will be your primary target by far. There are some Disenchants for artifacts and enchantments. Curse Artifact will deal two damage a turn to the owner of the enchanted artifact, but the owner of said artifact will usually choose to sacrifice it. This is perfectly fine by you.

I threw in a set of Gerrard's Verdicts. These are great early game discards and you often get some life with them as well. Later they become nice ways of taking out good cards or land, as players have a tendency to hold either land or really good cards in their hand. Either is good for you as you gain life or see good cards go away. Note that, as an emergency, you can Verdict yourself and discard lands to gain life.

I included twenty-six lands because this seems a bit more mana intensive than your normal deck, especially with four and five drops of some importance, since they are your only creatures. Orzhova can be activated with the extra mana when you have some, so feel free to play lands when you get them. I hope you enjoyed this trek through a Bleeder deck!

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by Abe Sargent @ www.starcitygames.com

THEME: Bleeding Cards

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