
Magician Minion Mini-gun, a combo deck.
Sorry Sorcery players, this deck does Magic things.
This deck utilizes to allow us to free-cast 1 cost beasts, leveraging these beasts to go wide, feed a bigger beater, drawing infinitely through our deck to find combo pieces, or bleeding our opponent out.
Magician does three things for us
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+ is the root of the combo, lets us cast our 1 mana beasts for free, and lets us draw for each beast cast.
This turns into a "Pay X, Summon X beasts, Draw X spells" card.
Note: requires you to search for X different beasts, hence the 10 different 1 mana beasts.
Combine the above with + .
Have be the caster of your beasts to trigger your nearby river, this lets you scry 1 card before you draw. Letting you see 2 cards for every 1 card drawn via
Once you draw into and , you can enable the infinite draw engine.
With a total of two beasts, and at-least one of them being in hand, you can infinitely bounce your creatures back to hand with ring pings, keeping you at 20 life and drawing you through your deck.
Bonus points if you give your ring to to enable the scry from river.
In the case that you haven't yet hit , the ring can be substituted + .
Summon your beast to , if is in play draw your card, then because the summoned minion has charge, it can pick-up and use Manuscript.
This will let you draw until you hit a site.
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Closing the game
You door and/or finish your opponent 1 of three ways.
Creating a horde of 1 power bodies is incidental in the decks strategy, if the match-up and opportunity presents itself, just swing with them, optionally pump via and .
With and a you can clear sites nearby to of enemy units, or if their Avatar is nearby, just door them!
Maybe the opponent wipes your board, and your graveyard is full of beasts. Play to create a massive body.
Or assemble your draw engine and feed a .
In most cases, you'll want to find and to secure a surprise (back) door.
If you manage to assemble your draw engine, add in to bleed your opponent dry. This is also an easy finisher at DD.
Bleed your opponent with a , or run a target like , I run for match ups.
is a target in the case that you accidentally discard or lose a key piece like or .
Second copy of can find and .
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Cores - I run all of them because you're very likely to draw them! You need both mana acceleration and a draw engine for this deck to work. They can essentially replace sites in your Magician lists.
1 Power Beasts - There are 4 1 mana ordinary beasts that I could run in this list, but hitting them would shut down loops, which is why we run only 1 power beasts.
- Water Necromancer, and just water in general is very dominant at the moment, Piper is just in my list for security.
- This is my finisher target that can be hit with , if you're not worried about match-ups, would be a better choice.
- I include a single earth ordinary site as a target in the case where we are missing land drops, and need earth threshold. I'd replace this with any ordinary earth site to your taste. I opted for so I can protect key pieces like or .
- This is just a good card to have, can be targeted with common sense. Dispel enemies on our , or dispel our own to avoid decking out.
- Still on the fence about this card, it's a dead draw late game when we have our engine either in hand or in play already.
- This site provides so much utility; missing your land drops is common for decks. still lets us play something on those missed turns to shut down threats to our plan like , , , etc. with a well-placed .
We can for the rare match up.
for token match-ups.
for , etc.
Threshold fixing via the double threshold sites.
for water + etc.
to protect from threats like , , etc.
to help us door, if we can't one turn KO.
Maybeboard - There is potential for a Rat sub-theme here, all the rats are ordinary rarity and 1 mana 1 power, so align with our current strategy.
would let us further dig through our library, we can key creatures we accidentally discard.
to upset enemy site threshold, especially after a triggers its genesis or deathrite atop or near enemy sites.
are just generally good blockers, being lethal.
combined with could help close games at DD, or be a body we give all our cores to, out of harms way.
There could be an argument for , hitting an early , potentially as early as turn 2 would give alot of early card advantage.
Haven't included because I don't have in paper, but would otherwise be another include.
Same case with
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Overall, i've had a lot of fun theory crafting Magician decks that didn't revolve around + .
I'm a Gothic-new player, so I might be overlooking a rule or interaction, so let me know if something doesn't actually work how I think it does.
Welcome any feedback.