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4 Eternal Dominion
4 Twincast
4 Krark-Clan Ironworks
4 Pentad Prism
4 Chromatic Sphere
4 Talisman of Dominance
4 Talisman of Progress
4 Complicate
3 Orochi Hatchery
3 Aether Spellbomb

4 Seat of the Synod
18 Island
 

TwinDominion.

Description of deck by its author (quoted):
Do you know what’s more fun than having your deck beat your opponent in a cool, interesting way? Having your opponent’s deck beat them in a cool, interesting way. And that’s where Eternal Dominion comes in.

The goal of the deck is simple: cast Eternal Dominion with Twincast to start stealing two of your opponent’s cards a turn. You can reach that goal with the aid of Krark-Clan Ironworks and the mana-producers.

An explanation of the cards:
Eternal Dominion-The core of the deck. Getting an Eternal Dominion usually means game over, especially in multiplayer matches. When using Eternal Dominion, it’s best to first search for something that will act as a good defender against a possible surprise attack, then get win conditions.
Twincast-Here solely for the purpose of Eternal Dominion. If you can use two of these on the Dominion, it becomes very powerful, if unlikely to happen.
Krark-Clan Ironworks-The main mana accelerator. The only disadvantage is that it can only produce colorless mana, so you’ll have to also rely on the Talismans and Pentad Prisms for extra Blue.
Pentad Prism-Useful because you can get a charge counter for a blue, then sac it to the Ironworks for more mana. You can give it two counters if you use Chromatic Sphere.
Talismans-Provides blue mana for Dominion and Twincast and is also Ironworks fodder.
Chromatic Sphere-Cheap, and digs into your deck. You can save it for later so you can sac it to Ironworks, or use it second turn if you want a better Pentad Prism.
Complicate-An early counter, and also has a significant advantage over other counters. You can still cycle it after Eternal Dominion has resolved, stopping other potential threats.
Orochi Hatchery-The Hatchery is one of the most useful cards in the deck. You can play it before a Dominion so you can activate the ability afterwards, since you’ll have nothing to do with your lands later. Or, you could use it as a backup win condition by sacrificing everything to Ironworks for tons of mana to pay for it. If you’re really desperate, you could play it for 0 and sac it for mana.
Aether Spellbomb-The deck is really fast, but if you need some early tempo advantage Aether Spellbomb helps. Or it can just become Ironworks mana.

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by Alex Lee @ www.cardshark.com

COMBO: Eternal Dominion / Twincast

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