Overall, Valgavoth is just as scary in play as it is in the lore, and will prove very difficult to deal with once it hits the table
--- ### Ramp & Fixing The mana base is well-supported with: - **Sol Ring** - **Arcane Signet** - **Chromatic Lantern** - **Ornithopter of Paradise** - **Solemn Simulacrum** - Strong tri-color lands (Command Tower, Exotic Orchard, shock/check lands, pain lands) Temur colors demand strong fixing, and this list does a good job supporting it
Your game plan relies on turning one cheap ninjutsu hit into an avalanche of advantage, but that advantage is as fragile as your Ninjas themselves
Then include answers to those exact things
They were first introduced in the 1996 MTG set Mirage, but variations on the original fetch lands have cropped up in plenty of other places - including Onslaught, Zendikar, and Streets of New Capenna
The spells you jump-start must be exactly two colors, which incentivizes you to find unique cards to play