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4 Hunted Horror
4 Hunted Phantasm
1 Clone
1 Sakashima the Impostor
4 Leyline of Singularity
4 Hatching Plans
4 Mana Leak
3 Muddle the Mixture
3 Last Gasp
4 Boomerang
3 Clutch of the Undercity
2 Rewind

7 Island
6 Swamp
4 Watery Grave
4 Underground River
1 Minamo, School at Water's Edge
1 Shizo, Death's Storehouse

State Based Awesomeness.

Description of deck by it's author (quoted):
Of all the Guildpact Rares, Hatching Plans is the one with the largest gap between how good it could be and how bad it probably is. Between those two points there's an ever-widening gulf. A veritable canyon. A vast expanse with enough space for two little gulfs, a crevasse, and half a chasm. The main point of interest are those three little words: Is. Put. Into. Er … I mean: Draw. Three. Cards. That little phrase has some serious pedigree. From Alpha's Ancestral Recall, to Beta's Ancestral Recall, all the way up to Unlimited's Ancestral Recall, players have loved always loved “drawing three.” Drawing three cards is super-cool, even if you have to put two thirds of them back, if you have to play it on your own turn and at four times the cost, or if you have to engineer a certain board position in order for it to be effective. I'm not even going to get into the metagame-warping power of Rushing-Tide Zubera, which is half Hill Giant, half Concentrate, and the bane of Giant Solifuge and Wildfire players everywhere. Or not.

We've clearly established that Hatching Plans is in good company, but is it a Standstill, which has seen a lot of play in Block, Legacy, Vintage, and multiplayer, or is it more like Saprazzan Heir, which is about as good as Hazy Homunculus? I guess we'll never know … unless we build some decks!

The first thing to figure out is how we're going to get Hatching Plans from Point A (the in-play zone) to Point B (the graveyard). I've seen some interesting ideas floating around, which include the Enchantment-eating Atogs (Auratog, Thaumatog, Phantatog) and Leyline of Singularity. With the Leyline in play, you'd need to play a second copy of Hatching Plans (or Copy Enchantment) and the Legend Rule will do the rest. This is surprisingly effective, and when I received (by carrier pigeon) a tight-looking decklist from Henrik Dithmer, I started testing it out. He used Hatching Plans and Leyline of Singularity, and while he was using abusing Rule 420.5e, he figured he might as well use some Hunted creatures, Horrors and Phantasms, as his win condition. With a Leyline in play, those Centaurs and Goblins you so generously gave your opponent are D.O.A.

I adjusted some numbers to make room for the Transmute cards Muddle the Mixture and Clutch of the Undercity. They are ideal in a deck like this, which requires that you assemble a specific set of cards in order to be effective. My only other change was to add a copy of Sakashima the Impostor, whose “the same, but different” philosophy allows you to effectively have two copies of your kill card in play at the same time.

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by Chris Millar @ www.wizards.com

COMBO: Leyline of Singularity - Hatching Plans / Hunted Creatures

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