You can sacrifice that Junk token to impulse draw the top card of your deck, effectively letting you draw extra cards for each attack
Now, there are cards in the game that present alternative win conditions, and today were going to take a look at all of them, from the easiest-to-enable to the hardest ones
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
Sure, we got a lot fewer Pokmon and Yu-Gi-Oh movies, but really, any form of promotional tie-in disappeared
Get Lost Get Lost is an instant-speed removal spell thatll be included in many white decks you encounter
I also love this with foretell to cast from your exile zone like Alrund's Epiphany