![]() ![]() If you loath the idea of going for a fourth color, either in general or because you expect a Wasteland-filled meta, then you might consider as an alternative. Sometimes you just draw Mentor and that is absolutely fine, often winning on its own, but the main reason to have something like Mentor is to be able to beat cards like in a convenient way. As for the two -you don't really need two, but when you draw Brain Freeze naturally, you often want to get rid of it via but still need a backup for later. You also have a lot of powerful cantrips and tutors at your disposal, so you usually won't have problems finding one. ![]() You almost never want to draw two, so I don't recommend playing four despite the ridiculous power of the card. The combo pieces start with three Underworld Breaches. If you are not worried about counters, LED often enables these even better than Black Lotus. The idea would be to facilitate fast combo kills against Dregde and Shops decks. I did not try this and have not seen anybody else doing it, but it might actually be worth it. If you still fancy LED, there is also the option of putting it in the sideboard. In the blue matchups you instead often play a longer game where you fight for position and try to take over with your card draw and Pyroblasts. If you are doing this, you are missing the point of the deck in my opinion, because Breach is usually not hellbent on comboing. Some people run, which is very good in the combo but completely useless otherwise. Sometimes you are also very happy to drop a turn two or. It's a bit harder to combo off with Petal but still easy enough. You run all the Moxen but, which is too weak in a deck that doesn't do much with colorless mana. The second protects you against, a protection that is not required for white mana as the deck only contains one white card anyway. Having access to four is important to maximize postboard. You are playing a mainly blue-red deck and is your best land by far. Circumstances change anyway and this way you will be better equipped to make informed changes on your own. Going forward I want to make more of a conscious effort to talk about deck building options and when they make sense instead of simply justifying my own choices. But if you're lazy, you may never develop this skill and will mess up occasionally. Do that diligently a few times and you will quickly get the knack of it. ![]() When you have everything, this is straightforward of course, but most of the time you will have something like and Underworld Breach and then you need to be able to figure out if you have enough mana and cards in your graveyard to tutor for Lotus, cast Lotus and Breach, tutor from the grave for, and then cast the Brain Freeze. As long as you are new to the deck, you should make a conscious effort to figure out whether you can start the combo or not. If you can't afford to play a long game, then you will naturally search for a missing combo piece. And even if it doesn't, having Ancestral Recall in your graveyard increases the power of your fourth land-hold a fetch land back if possible!-via and sets up very powerful Underworld Breaches even when you don't have the combo. If you can play a longer game, then you will usually tutor for Ancestral Recall, which gives you an immediate boost on cards if it resolves. On the strategic level almost everything comes down to: "Do I need to combo fast or can I play a longer game?" Understanding this helps you make informed decisions and will define how you play tutors in particular. ![]()
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