Blessed with a vibrant coterie of imaginary friends as a child, the master illusionist now delights in the company of semi-real illusory creatures brought to a semblance of life by her magic
The opposing deck uses red and blue mana in a classic burn effect, dealing large amounts of direct damage
And while Im mostly in it for the art, I cant help but be impressed by the way the games story has developed since The First Chapter
For example, a creature might have deathtouch to guarantee it trades with a creature with high power, or it might have a way to deal burn damage throughout a game
Your scheme deck must have at least 10 cards, as per the new Duskmourn Archenemy rules, but youre free to play more than 10 schemes in your scheme deck
Notable Cards: Reprints and $$ I consider all these precons weak