Notes & Combos
The main game plan of the deck is to out gas your opponents board or handtraps. If you set-up you probably win.
Hitting Grass is almost an auto win in my experience. The deck almost never bricks.
Pros & Cons
Pros
- Amazing Endboards
- Incredible amounts of gas
- Great Chainblocking Capability
- Hitting Grass on a Going First match is almost an auto win.
- Great resource regen.
- Engines are intertwined, you are going to be very hard to read.People will think you are pure tear or pure branded, and you'll pull an entirely separate engine while finishing the first one.
Cons
- This is an inconsistent deck compared to 40 card decks of the meta, especially Tear(0)laments.
- Going Second sucks, and feels very counter intuitive. It generally sucks for most decks but for us it's almost awful.
- Opponents mills don't benefit you as hard as it does benefit pure tearlaments.
- Non-linear combo lines require some mastery.
- Maxx C. Not much to say.