Some other stuff that might come up is that auras enchanting an illegal permanent won't "fall off" (e.g
However, players may be able to play Spider-Man 2099 on their opponents turn by using cards like Emergence Zone or Leyline of Anticipation to cast the card as though it had flash
Since the land can be tapped immediately after flipping up, you end up paying three mana to get three mana
Talent will trigger, allowing you to discard the other Schemes in your hand
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Power Tiers My pick order is roughly like this - Broken cards (Power 9, Sol Ring, Mana Crypt, Mana Vault) - Individually powerful cards, cards that can easily win the game by themselves or create a ton of value (Tamiyo Inquisitive Student, Psychic Frog, Force of Will, Urzas Saga, Oko, Solitude, Jace TMS, Balance, Library of Alexandria) - Tutors and simple combo pieces or enablers (Demonic Tutor, Vampiric Tutor, Tinker, Reanimate, Flash, Channel) - Mana fixing and fast mana (fetchlands, fetchable dual lands, Triomes, Grim Monolith, Mox Diamond, Chrome Mox) - Cards that help me stop my opponent from pulling off their shenanigans (Hullbreacher, Leovold, Narset Parter of Veils) - Best cheap removal (Swords to Plowshares, Dismember, Lightning Bolt, Oust) - Countermagic, card selection, and discard (Mystic Confluence, Expressive Iteration, Thoughtseize) In a nutshell, I want to do the most powerful and unfair things, and I try everything in my power to put myself in a position to be able to do them
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