The card's an interesting one
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Card Choice Rundown This deck is still pretty early in its development, but I'll give a rundown of the cards I think you can reasonably include and the reasoning behind them (sorted by mana cost, low to high) Maindeck: 17-18 lands: Everyone's playing 17, but decks usually play 1-2 too few lands in the early stages of their development, and I can't see why this would be an exception

Other spells I can see appearing as cards include: True Resurrection: An expensive white reanimation effect Cure Wounds : A chance for R&D to try and redeem the Healing Salve card archetype Prismatic Spray : A multi-target removal spell which applies a new effect to each creature hit Wail of the Banshee/Circle of Death: Black creature sweepers Create Undead: Produce an instant army of Zombie and or Skeleton tokens, perhaps by exiling cards from graveyards as fuel Rope Trick: A defensive flicker effect for the whole team Mordenkainens Disjunction: Powerful removal for one or more artifacts or enchantments Bigbys Grasping Hand: Temporary removal along the lines of Heliods Punishment Bulls Strength/Cats Grace/Bears Endurance/Foxs Cunning/Owls Wisdom/Eagles Splendor: A cycle of team-wide keyword-granting buffs, or perhaps Auras
Want that Charizard ex SIR