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how many cards in starting hand mtg

how many cards in starting hand mtg Sovereign's Realm (Conspiracy: Take the Crown) DDR#1002 - How Does Starting

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Mirrorpool: The copy ability alone is what makes it worth playing

how many cards in starting hand mtg Sovereign's Realm (Conspiracy: Take the Crown) DDR#1002 - How Does Starting

Sure, she can double up your damage, but if that's your plan, there are a ton of options available

how many cards in starting hand mtg Sovereign's Realm (Conspiracy: Take the Crown) DDR#1002 - How Does Starting

This card, once a scourge of Modern, arguably isn't great in Commander - it's just an overstatted vanilla creature, at the end of the day

how many cards in starting hand mtg Sovereign's Realm (Conspiracy: Take the Crown) DDR#1002 - How Does Starting

The taxing ability is relevant in almost every match-up, and having a Turn 1 body is also pretty good in the current Modern environment

how many cards in starting hand mtg Sovereign's Realm (Conspiracy: Take the Crown) DDR#1002 - How Does Starting

Kuja, Genome Sorcerer / Trance Kuja, Fate Defied Trance Kuja, Fate Defied is a narrow damage doubler for wizards (including itself), but you can go full-on burn by leaning into the Final Fantasy Wizard tokens that Kuja, Genome Sorcerer creates

how many cards in starting hand mtg Sovereign's Realm (Conspiracy: Take the Crown) DDR#1002 - How Does Starting
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