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4 Sakura-Tribe Elder
4 Eternal Witness
2 Rampant Growth
1 Trade Routes
3 Culling Scales
4 Kodama’s Reach
2 Seismic Assault
4 Seek the Horizon
4 Wrath of God
4 Rude Awakening
4 Enduring Ideal

1 Island
4 Plains
19 Forest

Enduring Ideal.

Description of deck by its author (quoted):
You Need Ten Lands - It’s great that once you get ten lands, you can either fire off twenty damage from the Trade Routes/Seismic Assault combo one upkeep after you play Enduring Ideal or immediately attack for twenty with Rude Awakening, but getting that number of lands is difficult. In addition, despite Ravager Affinity being absent from this environment, Standard isn’t extraordinarily slow. The deck needs defenses that there just isn’t room for when you have to run 24 lands plus 12 land search cards.

Okay, You Actually Need 12 Lands - Most of the time, ten lands is enough. However, any amount of lifegain basically shoots both the Rude Awakening and Seismic Assault/Trade Routes combo straight to hell. And although Seismic Assault doesn’t much care how many creatures are in play, that sure matters when you are attacking with creatures. Finding ten lands is difficult enough; expanding that to eleven or more takes a lot of time, one commodity that you don’t have a lot of playing this deck.

An Epic Death - Everything could be going your way, and you might have a total of ten lands in hand and/or in play, but you can still lose by locking yourself out with Epic. When you cast Enduring Ideal, the theory is that you find Seismic Assault first and then get Trade Routes on your upkeep for the win. If that Seismic Assault gets killed, then your opponent basically has two full turns of free reign. What’s worse, if they remove your second Seismic Assault, you can’t win.

Topdeck, The Wrong Way - There are two Seismic Assault in the deck so you don’t automatically have to mulligan a hand containing one. (There’s only one Trade Routes since you can legitimately play it from your hand if necessary.) Let’s say you keep a great six card hand plus a useless Seismic Assault. On your first turn, you draw a card, and it is…the second Seismic Assault. Whoops. Now you can only win with Rude Awakening.

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William Spaniel @ www.londes.com

COMBO: Seismic Assault - Trade Routes / Rude Awakening / Enduring Ideal

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