Separately, how is a control deck supposed to beat a value deck with Cavern of Souls and Treasury Thrull
A big, beefy body (9/9) with three notable keywords (vigilance, reach, trample) that allows you untap all lands you control when it enters if cast plus three strong activated abilities means youll always be happy to throw this fatty down especially if you can cast it early via ramp
One land hands are too risky unless they have multiple one-drop creatures, and you are on the draw, but even then I would learn towards shipping the hand back
It allows you to fire off a bounce spell in the early game, and then once you unlock the Locker Room side, you get a Reconnaissance Mission-style effect
Get rid of half a person's library and there's a decent chance their best answer was just lost to exile
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