The more control you add, the less you'll be subject to random chance, and the better a winning strategy you can reliably incorporate at any given time
These decks are aimed at players who are new to Magic rather than enfranchised players
Why am I being cagey about a five mana sorcery
For this, youll need the Drowzee-Hypno evolution line, along with Jigglypuff and Wigglytuffs
Because of the Masques Rebel chain, the Sergeant%%%Ramosian Sergeant%%% can begin recruiting 2/2 Steadfast Guards and other recruits as soon as turn three, who in turn can beat down or get even larger Rebels
Association with Rarity Here are effects that don't tend to start until uncommon: Card draw gaining you three or more cards Creatures that have an enters-the-battlefield effect that kills creatures "Curiosity" (saboteur effect leading to card draw) Direct damage to multiple/all creatures Global enchantments Granting other creatures invulnerability "Locking away" permanents (exiling for as long as permanent stays on the battlefield) Reanimation Regrowing anything from the graveyard to hand "Specter" ability (saboteur effect leading to discard) "Tutoring" (putting a card from your library into your hand) Vehicles Rare Complexity Rare is where the cards with the greatest comprehension complexity and board complexity go