When you have Mana to spare, Dawn of Hope could get you multiple draws each turn
This list includes: --Cards that make you wonder why they exist --Cards that demand peculiar play-styles, or that demand playstyles be warped around them in ways that were/are unexpected --Several strange cards from Time Spiral block (let's be honest - that was an interesting time) --Cards which are weird for flavour reasons --"Bad" cards that make wonky, unstable, or otherwise unpredicted/unpredictable changes in the game --Effects that don't make sense --Actual Weirds If you guys think of anything I should add for one of those reasons, or for another reason I didn't think of, don't hesitate to say so
1 Charging Tuskodon
It will take a team with a cunning mind, an observant eye, and a playful attitude to solve the mysteries that await you
MTG Hexproof history The effect of MTG's Hexproof keyword first appeared on a couple of cards in 1999's Portal Three Kingdoms set
There are cards in the deck to support both of these strategies, like Hama Pashar, Ruin Seeker and Dungeon Map for dungeons or Grave Endeavor and Murder of Crows for the sacrifice/reanimation mechanics