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Gosh guys, I think they're trying to tell us something. So this is clearly no longer some sort of clever, never-before-seen homebrew; Wizards is definitely interested in forcing this a bit. But just to make it slightly interesting, let's mix in some widely ignored cards/mechanics that appear to be getting a more explicit callout in Eldritch.
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Were there any more disappointing cards to crack open in Pack 1? I say no. Well Wizards heard the cry of the people and added two more!
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While Long Road Home isn't confined to your creatures, it clearly isn't designed to be regularly targeting your opponent's minions unless you like handing out free +1/+1 counters. Assuming that you're meant to flicker yourself, and particularly your own Spirits, what do you really get?
- Re-triggering entering the battlefield abilities.
- Dodging removal (both targeted and for the ones coming back at endstep, sweepers)
- Occasionally messing with your opponent's creatures (either making them miss landing a spell or making them pay an expensive ETB)
Interesting. Of those, re-triggering ETBs seems like the natural home. Let's take a look at ETBs worth turning twice.
One
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Two
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Three
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Four
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Special Mention:
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This is a pretty fascinating spread. You have three that counters spells (one spikes, one pauses, and one uses hexproof) two tappers, one extra long tapper (though doesn't tap on its own), a super-powered Man O War, and some interesting boosters. Maybe get a clue-engine from the Bygone Bishop and some Inspector parties and you could amass a force that can both tap em down, fly over, and tempo-hilarity.
Let's get to work!
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