Hands to Keep I think it is important to view the deck in four components enablers (eight in total Entomb and Faithless Looting with eight creatures to discard), reanimation spells (twelve in total Reanimate, Animate Dead and Exhume), disruption (ten in total Thoughtseize, Unmask and Grief) and mana (twenty-two in total Lotus Petal, Dark Ritual and fourteen lands) The ideal hand in pre-board games is one that has a route to the combo (Entomb or Faithless Looting plus Creature, and a reanimation spell), a disruption spell (Thoughtseize, Unmask or Grief) and enough mana to make it all happen
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Skip to main content SIGN IN Commander Masters Variants: Maelstrom Wanderer (Borderless) Edition: Commander Masters Variants Type: Legendary Creature - Elemental Cast: Rarity: R Collector #: 0684 Pow/Tuf: 7/5 Creatures you control have haste
Youre making plenty of land drops to stay ahead of your opponents, but that wont matter if you never use the extra mana youre producing
This card, even without the Cobra, can allow you to turn the tide of battle or completely dominate the other player(s)
A 4-mana 1/3 with hexproof and flying isn't really worth playing, but if you can gain access to this ability at 6 or so mana, you're going to be in business