I guess that's what happens when you start writing about Time Lords and dipping your toe into the amazing world of Doctor Who
Sure, enchantment destruction exists, but I like the idea of making players use their proliferation effects to keep the game alive
The general rule for this deck is to use every single you cant lose the game card that you can find
While Goblin Guide is a strong card due to its haste and potential card advantage, some players may prefer cards like Monastery Swiftspear or Soul-Scar Mage for similar aggressive strategies
Magic A game of this magnitude was hard enough to keep up with, and four worldwide same-day releases every year ended up being a bit much to handle for a single factory in Belgium, so Cartamundi and Wizards decided to bring the production of the beloved cards closer to its biggest markets
Oaks Revenge paired with Energy Removal and Gust of Wind is some very sick disruption for first gen decks