Guest Book: Stapled Together – Multicolor (Part 8)

Valentin, a highlander staple from Turku, starts off a multi-part article series of midrange staple cards in European Highlander. In this eighth part, he will go through multicolor.


Part 1: Introduction
Part 2: Colorless
Part 3: White
Part 4: Blue
Part 5: Black
Part 6: Red
Part 7: Green
Part 8: Multicolor


This section will be divided into 2 color combinations and 3+ colors, as by definition any 3+ color card that is worth mentioning would have a rank of B or higher and there are very few of those.

Azorius (UW)

Teferi, Time Raveler (A+)

One of the most annoying things when playing against any UW deck. Negates all counters and allows playing wrath effects (Balance) at an instant speed. This is just too strong not to play.

Teferi, Hero of Dominaria (C+)

When you need wincons, this is not really a 5 mana card. It requires 5 mana, which is difficult for midrange decks, but it does give you 2 mana back and can win you the game. Though it does feel a bit slow in the current meta.

Dovin’s Veto (B)

Uncounterable counter is strong, but you need to have room for counters in the deck.

No More Lies (B+)

It just feels so good to counter Uro with this. There are multiple situations, where the exile effect is very relevant, so this is on the better end of the spectrum for counters.

Shorikai, Genesis Engine (B-)

This is a 4 drop that wins the games, but because it needs mana to work, this doesn’t actually affect the board on turn 4, which makes it a bit slower than other top 4-drop options. Not something that fits in standard midranges, but good fit for grinder UW(x) decks. Especially when running cards like Humility, Oath of Druids or overall when building a deck that has low creature count to make the opponent’s creature removal useless.

Assimilation Aegis (C-)

Weak by itself, but provides good versatility for Enlightened Tutor, Stoneforge Mystic and Steelshaper’s Gift. Does require some small guys to attach to, but a good option to have when needed.

Restless Anchorage (C+)

It is a tapland in a format where you want your lands to be untapped, but it is cheap to activate, fixes mana and provides value with attacks. I’m on the fence with this one, but generally tend to put this in UW decks, while cutting from the rest.

Fractured Identity (B)

5 mana is a lot, but killing an opponent’s threat and getting one of your own is a big swing. It is difficult for non-red decks to swing a game in their favor when the opponent is dominating, but this is one of the cards that could allow you to do it.

Spell Queller (C-)

Flash, threat and a counter is a good combination. Unfortunately this works only when you are applying a lot of pressure, which is a bit hard for UW to do, and when running more than 2 colors, this is also a bit too weak. Overall I have been cutting this from all the decks, but could see this being good with UW that has multiple one drops that hit for 2.

Supreme Verdict (B-)

There are a lot of situations where wrath doesn’t do much in midrange, but on the other hand it allows you to get back in the game when the opponent starts dominating the board. This is at its best in the metagame with creature-aggros and tempo decks, as the game plan of both is to not let you get full advantage of your value creatures. Uncounterable wrath is very strong in those scenarios.

Geist of Saint Traft (C)

Much easier to block and kill than it used to. Still a potent threat and a good target for Pre-War Formalwear, but usually you want to play something scarier.

Dream Trawler (C-)

6 mana is just too much for midrange, but this is hard to kill and can run away with the game. This is mainly a consideration for slower decks that want to keep their creature count to a minimum so that the opponent’s creature removal is as useless as possible.

Mendicant Core, Guidelight (C+)

With cards like Hard Evidence, Thraben Inspector and Novice Inspector it’s not a tough job to generate enough artifacts for this to be a very threatening 2-drop. As UW decks tend to deal less damage with their creatures than other color combinations, the max speed option comes up more often, but it’s still tough for this to survive that long. A decent 2-drop for deck built with enough artifact synergies, but not worth the slot otherwise.

Boros (RW)

Comet, Stellar Pup (S-)

Not an auto include due to inherent inconsistency of dice rolling, but the card is strong enough to be reason for splashing either of those colors. Can help you win the games you have no business winning and even with bad rolls it is quite strong. In 4+ colored decks there are enough 4 drops so that you don’t have to play this if you dislike randomness, but in 2-3 colors it is very hard to justify cutting this pup.

Forth Eorlingas! (S)

Very high versatility. On an empty board it can give you creatures to apply pressure and a monarch, while lategame this is a disgustingly strong manasink. I am yet to see a midrange/control deck that runs red and white, that would not want to run this…

Phlage, Titan of Fire’s Fury (S)

A removal, lifegain and a wincon. This does just so much… Especially with haste.

Rip Apart (A)

A very universal removal spell. I would normally play this even in midrange decks with 4+ colors.

Boros Charm (C)

Nice modes, but a bit too weak unless you are playing an all-in aggro deck.

Nahiri, the Unforgiving (C)

The effect is strong, but it eats up your grave and fulfills a similar role to Sevinne’s Reclamation and Pre-War Formalwear. I would run both of those before I would run this and after that I don’t see any room for Nahiri in the deck anymore.

Kellan, the Fae Blooded // Birthright Boon (C+)

If Stoneforge Mystic is not enough, this can be an additional equipment tutor that doubles down as a threat. Not that efficient, but pretty versatile. Especially when you run On Thin Ice to tutor with this card.

Orzhov (BW)

Kambal, Consul of Allocation (C)

Not that good at providing value, but makes life miserable for combo and red decks.

Kaya, Orzhov Usurper (B-)

With curves getting lower and lower, this is becoming more powerful with new sets as the plus ability is more and more relevant. Not sure there is room for this in 4+ colored decks, but this is definitely a strong option for something like esper.

Kaya’s Guile (B-)

Good versatility, but it also costs a bit much. It still fits into 3 color decks, but not strong enough for 4+ colored decks as there are more efficient cards for the same role.

Vanishing Verse (B-)

A solid and strong removal spell that answers most threats. The downside is that some of the format’s strongest threats that you want to remove are multicolored, which makes it somewhat limited.

Pest Control (C+)

Very efficient sweeper with high versatility and no real home. The card can deal with a lot of relevant stuff, but considering that midrange decks also want to play tokens and 1 cmc permanents, it’s not as easy to use. Not that good in slower metagames, but quite good against all sorts of aggressive decks and token strategies. The biggest difficulty is actually finding room for this card anywhere outside of BW.

Ketramose, the New Dawn (A)

The current state of the meta is such that the 7 cards get exiled relatively fast. Maybe not by turn 3, but it’s quite easy to have this fulfilled on turn 4-5 since the opponent will also be helping you with their delve/escape/exile effects. With how many white cards exile stuff (+artifacts like Ghost Vacuum and some black stuff like Cling to Dust and Emperor of Bones) it’s also extremely easy to trigger second ability. As a cherry on top this also dodges most removal spells while recouping life from. Basically this is a reason to play this color combination similarly to how Minsc & Boo, Timeless Heroes pushes into RG and Forth Eorlingas! pushes into RW. The downside is that this does set some restrictions on the deck, so it’s not as “free” of a value inclusion as the rest… In that sense it’s closer to Urza’s Saga where you play the card because it is strong and run the cards that synergize with it and rest of your deck to make this stronger.

Fracture (C)

A decent removal with high versatility, but does not hit creatures unless they are artifacts or enchantments. This tends to stay in hand so it is better for decks that have card selection or looting. Unfortunately BW by itself has neither so better fit for 3 colored decks, at which point you usually have better options and not enough room in the deck.

Selesnya (GW)

Eladamri’s Call (B-)

Instant speed tutor for 2 mana is worth the cost mainly in decks that can use it to win the game on the spot or combo off. Although, being an instant does give it a lot of leverage. Especially when the deck has good toolbox creatures (which GWx decks tend to have) like Solitude, Endurance, Opposition Agent or some value creature to put you ahead like Renegade Rallier. The most important drawback is that there are many tutors for 2 mana (Tainted Pact, Demonic Counsel, Demonic Tutor, Invasion of Ikoria, etc.) and you don’t want to run too many as getting more than one in hand is slow and inefficient.

Knight of Autumn (C)

Haywire Mite does the same things, but for a much smaller investment. This is a good card to combo off with Birthing Pod or Birthing Ritual, but a bit inefficient for the current metagame.

Knight of the Reliquary (C+)

Still a playable card for land-based strategies, but outside of those, there are better 3 drops to use.

Renegade Rallier (B)

With all the new 1-2 drops, this provides a very strong value with its reanimation effect. I would even say that it is better in 4-5 color decks than in 2 or 3 color decks.

Brightglass Gearhulk (B+)

4 mana with very particular requirements on the color combination that is not that strong for midrange. The upside is that the body is very strong and the tutoring is very versatile. The downside is that outside the Turbonadu I am yet to see a good deck that would want this and could also cast it reliably.

Gruul (RG)

Minsc & Boo, Timeless Heroes (S)

Strongest 4 mana threat in the format. If you run these colors, this should probably be in the deck.

Klothys, God of Destiny (B)

Not as strong as it was during the MH2 era, but a combination of gravehate, lifegain and ramping is still very good. Bonus points for being hard to remove.

Mawloc (A)

Even at 2 mana this eats a lot of relevant stuff. With the ability to get bigger and exile the killed creature, this provides a lot of value.

Questing Druid // Seek the Beast (B)

Card advantage and a threat. It does cost mana, but the modes are strong and relevant. Not the reason to splash, but a card you would want to play in 2-3 colored decks that can run it.

Wrenn and Six (S)

This was obnoxious when it was released and it did not get any weaker. One of the reasons to go RG and a card that provides huge value if left unanswered (and which is hard to deal with).

Territorial Kavu (B+)

Good versatility, but requires you to run at least 4 colors. There isn’t that much room in decks where you could play this, but this generally still makes the cut.

Cindervines (C)

Disenchant with interesting upsides. Good against slower decks, but not that great in a metagame full of creature-based strategies.

Wildfire Wickerfolk (C)

A hasty 4/3 trample for 2 mana is a decent value. Doesn’t fit into 4+ colored decks, but an option for aggressive 2-3 colored builds.

Biotech Specialist (C+)

Needs a bit of artifact synergies to be good, but can deal a lot of damage out of nowhere in decks that generate treasures or otherwise rely on artifacts.

Rakdos (BR)

Angrath’s Rampage (B)

Edict plus planeswalker removal is a good combination. A staple in all RB decks. There are more efficient removal options in 4-color decks, but even in 3 colors this is strong.

Kroxa, Titan of Death’s Hunger (A)

A strong grindy threat. Pre MH3 this was one of the best ways to utilize the grave, but with Detective’s Phoenix there are now more efficient ways to do the same. With new gravehate in the format this is still a very strong threat, but not as efficient as it was before.

Molten Collapse (A)

A potential 2 for 1 that even allows destroying 1 cmc enchantments. A very versatile removal spell.

Kolaghan’s Command (B)

Instant speed 2 for 1 is good, but there is enough competition for 3 mana slot that this is not as mandatory as it used to be. Still a very strong card.

Chaos Defiler (A)

Ability to answer anything and essentially a 3 for 1 makes this one of the strongest 5 drops in the game. Being the default target for Demonic Counsel is a cherry on the top.

Dreadhorde Butcher (C-)

Hasty threat that grows bigger. It was scary before, but now it is a bit slow. Could maybe still see play in BR, but even then it feels a bit weak.

Dreadbore (C)

Universal removal, but doesn’t compete well with Angrath’s Rampage and Molten Collapse. Could see play in 2 colored decks, but not enough room in 3+ colors.

Lightning Skelemental (C)

Cards like Orcish Bowmasters make it very hard to justify running 1 toughness creatures that need to hit for them to provide value. Technically this is 2 for 1 that deals damage to the opponent, but is a bit hard to make it work properly. I would say you need to combine it with reanimation effects like Unearth and Chthonian Nightmare in an aggressive deck to be worth the effort.

Fire Covenant (C-)

One sided wrath of god is nice. This was used in BR as an instant speed removal for big guys, but with all the new removals printed, there are just better options most of the time.

Juri, Master of the Revue (C+)

Fetches and baubles allow this to grow fast, but in midrange you would generally want to play cards that are good by themselves and do not require additional work to be good. This is balancing on the edge where it is not too hard to make this work, but the payoff is not that strong either.

Ob Nixilis, the Adversary (C-)

In an aggressive deck where you have enough creatures that you want to sacrifice, this could see play. But even then this is a bit too weak.

Daretti, Ingenious Iconoclast (B)

Generates creatures/artifacts to be utilized or sacrificed each turn. The biggest reason Daretti is a staple is that it can soft-lock your opponent, where it can minus itself a few times to keep the opponent’s board clean, denying them the ability to apply pressure or block your threats.

Stormfist Crusader (C-)

Symmetrical card draw doesn’t generate any value. It’s barely passable in aggro-decks. Though, with all the power creep, it’s hard to justify running this.

Undead Sprinter (C+)

Aggressively oriented 2-drop with recursion. A bit weak for 3-colored decks, but has plenty of synergies in BR to make it worth playing.

Invasion of Azgol // Ashen Reaper (C)

A good edict with an upside of being a creature that can attack later as well as making Lhurgoyfs bigger. There are cards with similar effects that are more versatile, but the difference is not that big. When played in a deck with many creatures and Lhurgoyfs this becomes a good option for 2cmc removal.

Izzet (UR)

Expressive Iteration (A+)

2 for 1 with card selection. There is an issue that you have some bad topdecks with counterspells that you cannot exile, but overall this provides a very good value.

Fire // Ice (B-)

A good versatile burn spell that has the option of cantripping and tapping opponent out.

Izzet Charm (B)

A card with very high versatility. I may have some bias towards this card, but I like the versatility very much and wouldn’t be cutting this from 3-colored decks.

Sprite Dragon (C+)

A staple in UR tempo decks. This can become a big evasive threat very fast, but this requires other cards to actually grow. I prefer cards that are good immediately and do not require other cards to work well. This is a potent threat for when you want to be aggressive, but does not generate value by itself.

Invert Polarity (B)

While the judges in final rounds of the tournament tell you not to decide the games by a coin flip, this does exactly that. Winning the flip can be gamewinning, while losing still works as a cancel. The mana cost is a bit prohibitive, but if you can cast this, this is worth the slot.

Roaring Furnace // Steaming Sauna (A)

One of my favourite cards from 2025. As a 2 mana removal this allows you to kill even bigger threats, while for 5 mana it becomes a card strong advantage engine. A good tech with the card is that it can be played for 2 mana without killing anything against slower controls, so that you can later use 5 mana to unlock the other room without the opponent being able to counter the effect.

Flame of Anor (B+)

By itself this has a good versatility, but not strong enough to compete with other 3-cost cards in the format. On the other hand when combined with wizards (and there are a bunch of strong wizards in the format), this becomes 3 for 1, which is very strong.

Third-Path Iconoclast (B-)

Unlike Young Pyromancer, this triggers from artifacts and enchantments, which makes this much easier to trigger. This also has the benefit of generating artifacts for things like Legion Extruder and Galvanic Blast. On the other hand when those synergies are not relevant, this is a bit weak.

Baral and Kari Zev (C-)

An advantage in mana and creatures is good, but not when it costs 3 mana to get into play. If the deck can utilize the ragavan token somehow, then this becomes more reasonable, but otherwise this is a bit weak.

Kylox’s Voltstrider (C-)

Hard to kill and generates value with attacks. Mainly an option for decks that would want to run Galvanic Blast, but not strong enough otherwise.

Dack Fayden (B-)

Stealing The One Ring is a game winning play. It’s a bit if it cannot steal anything and not worth it in the metagame where a lot of decks do not run artifacts, but is very strong when everybody runs stuff like Urza’s Saga and The One Ring. Before LOTR set this felt a bit underwhelming but now it feels like every deck has good artifacts to steal, so I would say this is more of a meta-choice.

Prismari Command (C)

Has good modality, but the powerlevel is a bit low. With Urza’s Saga being as strong as it is, all decent and versatile artifact removals are a good to consider. It’s also worthy consideration for when you need artifact synergies for cards like Goblin Engineer or Broadside Bombardiers… Or if you want to go to the deep end then even for cards like Professional Face-Breaker or Magda, the Hoardmaster

Malcolm, the Eyes (C)

A 2 mana hasty flier that is able to generate value with a reasonable effort. There are scarier threats than this, but this is good in a deck that has enough synergies with clues.

Slick Sequence (C-)

A cantripping shock is good value, but is quite conditional and I am yet to see this being good anywhere.

Eris, Roar of the Storm (C)

A big creature for cheap is nice, but there are plenty of other ones that are easier to cast. In the UR deck built around this and instant/sorcery theme this could make the cut, but not otherwise.

Scalding Viper // Steam Clean (C+)

This is not Brazen Borrower. Sorcery speed bounce is noticeably weaker, but is still strong enough. Both halves of this are easy to cast and are relatively cheap. Good fit for UR that wants more bounce effects against big creatures, but rarely makes the cut in 3 color decks.

Dimir (UB)

Baleful Strix (B-)

A 2 for 1 is good value. Can kill big fliers and stalls the opponent, but does not apply pressure. I have been experimenting with cutting this from the deck in favor of more proactive stuff or cards that help against combo. Decks that run cards like Chthonian Nightmare definitely want this, on the other hand the rest… I am still not sure whether this is strong enough for generic 2-3 color midrange decks.

Drown in the Loch (B)

One of my favourite counters. Good versatility and would run this in 3 color decks and maybe even in 4 color ones.

Lazav, Wearer of Faces (C+)

A good creature that generates value, works as a gravehate and threatens dangerous things. The issue is that unlike Emperor of Bones, it needs to wait until it can attack before it does all of those things. I like the card a lot, but it feels just a bit under the powercurve for what you want your 2-drop to do.

Tainted Indulgence (C+)

Good for discard synergies and draws 2 later on. From my experience this is a bit slow for decks that do not actively want to discard cards like reanimator.

Sauron’s Ransom (C)

Unlike Fact or Fiction, this gives you only 2 cards and oftentimes not even the best ones. This seems strong when you read it, but every time I played it, it was underwhelming. Sure, it fills the grave and is an okay card for reanimator strategies, but 3 mana is a bit too much for that type of effect.

Siphon Insight (C-)

One of my pet cards, which is definitely too weak. A nice way to generate card advantage and to hose opponent’s Enlightened Tutors, but too high of a chance to whiff.

Creeping Tar Pit (C)

For any 3+ colored deck you would rather play triome or something that comes into play untapped. On the other hand for UB deck this is cheap enough to animate and hard enough to deal with, so it usually makes the cut.

Psychic Frog (S)

Strongest 2 drop in the format. I have seen this winning a lot of games where this comes down on turn 2.

Lim-Dul’s Vault (C-)

Generally I would say this is only for combo-decks, but… Metamorphosis Fanatic is a very strong card and this enables it quite well.

Wail of the Forgotten (C-)

A lot of nice options, but hard to make work. Would be really nice to see it work in some deck, but it always just felt too weak.

Kaito, Bane of Nightmares (C)

A nice threat for when you have enough cheap creatures that you can ninjutsu this from, otherwise I am not so sure. Unfortunately blue and black do not have many that you would want to bounce, but when red or white is included this becomes an interesting option.

Consign // Oblivion (C)

The aftermath mode is a bit too expensive. It comes up rarely enough that another 2 mana bounce spell is likely going to work better. In a deck that is a bit more focused on grinding and has 35+ lands (counting MDFCs) this is a versatile bounce spell.

Simic (UG)

Oko, Thief of Crowns (S)

When you consider the number of formats this is banned in, the ranking should be self-explanatory.

Uro, Titan of Nature’s Wrath (S)

With all the grave hate running around, this is not as strong as when it was originally banned, but it still provides huge value even when an opponent is able to answer it.

Planar Genesis (C+)

Impulse is a decent card and this has some additional upsides. With all the powercreep I have not seen this being played in midrange decks. This is more oriented towards lands-based decks, but has good value, so worth considering for slower midranges.

Colossal Skyturtle (C)

Nice versatility and good to reanimate. Every mode is a bit expensive, but a good card to consider for decks where the body it has is relevant.

Nadu, Winged Wisdom (A)

This card is just so easy to break. Not a necessary inclusion in UG decks, but even when not playing an all-in combo version, it is very easy to splash Shuko. One turn of Nadu+Shuko in play already gives so much value that it is hard to lose the game.

Golgari (GB)

Abrupt Decay (A)

There are 4+ mana threats that this does not destroy, which is why I tend to cut this often, but it is very versatile and it’s rarely wrong to run this in the deck.

Assassin’s Trophy (C+)

I see this being played in a lot of decks, but letting the opponent search for a land is a stronger drawback than it has ever been before. Sometimes you want that type of removal or have hatebears to deny searching, but this is more of a removal for combo decks than for midrange.

Witherbloom Command (S)

Versatile removal that generates card advantage. I consider this card to be one of the reasons for playing BG.

Izoni, Center of the Web (C-)

One of the more interesting 6 mana threats. Unlike Archon of Cruelty, this card can actually be cast for mana. The main reason for running this over Primeval Titan is for when you do not want to spend additional land slots in the deck for cards that titan could search.

Grist, the Hunger Tide (S)

A threat that is hard to deal with and can be tutored by creature tutors. This is one of the reasons you would splash either of the colors if another is in the deck. As a bonus, it’s always fun when the opponent tries to Spell Pierce or Force of Negation this.

Wight of the Reliquary (B)

By itself it is a bit weak, but in a deck with enough creatures to sacrifice (such as manadorks) this becomes a very big threat very quickly while ramping you into annoying lands like Karakas and Urza’s Saga.

Glissa Sunslayer (B)

A perfectly valid 3 drop. Very hard to kill in combat gives value whenever it hits. Not extraordinarily strong, but a solidly strong threat.

Pillage the Bog (B)

This allows you to dig very deeply very fast. I heard a lot of good things about this, but then Demonic Counsel got printed and now there are a bit too many cards doing this thing, which makes this one of the weaker options.

Dig Up (C)

The basic mode of searching for a land is relevant enough that you might consider the card despite the cost of Diabolic Tutor mode. Spending 4 mana for tutoring is just too much, so you would generally avoid this and play something like Analyze the Pollen and/or Traverse the Ulvenwald, but the opportunity cost is low enough for this to be worth considered

Cosmogoyf (C+)

This can grow very big very easily. The best role for this card is when the deck relies on the grave and this works as a fallback plan for situations where the grave is being actively exiled. It is usually not that hard to fill and exile own grave to make this big (or simply cast tainted pact), but due to lack of evasion or trample it can be hard to connect with this. Overall a strong card, but needs the correct deck to be good as otherwise it a bit too conditional and underpowered.

3+ colors

Aragorn, King of Gondor (A)

A very strong set of abilities with lifelink being quite important. Would definitely run in all Jeskai decks, but not sure about 4-color decks. There are enough other 4-mana threats that are stronger than this (Comet, Stellar Pup and Minsc & Boo, Timeless Heroes comes to mind) that it becomes a bit hard to justify it in 4-5 color decks.

Leovold, Emissary of Trest (B-)

Quite an expensive hatebear. Generates no value unless the opponent tries to do something about it and even then it feels a bit underwhelming.

Atraxa, Grand Unifier (C)

One of the best creatures in the game so worth mentioning. Could work as a singular target for Entomb/Reanimate and quite possible to cast for any deck running Currency Converter.

Omnath, Locus of Creation (A)

If you play 4-5 colors and are not playing this, then I am not sure why you want to play that many colors.

Slimefoot and Squee (A)

This is good even when there is nothing big to reanimate. A staple for Jund decks, but not as necessary for 4+ colored decks.

Queen Marchesa (A)

Gives you monarch and helps you get it back. Strong value 4-drop, but these colors already have a lot of other good 4 drops and it’s not a good idea to run them all. In the end, this is more of a question of preference as the powerlevel is very similar.

Rise // Fall (C+)

A card about which I constantly forget. Both sides have an okay value, but the Rise is a bit more consistent with the value it provides. Need to test this more in UB, but this is definitely a good option for grixis with all the versatility it provides.

Indoraptor, the Perfect Hybrid (C+)

A 3 drop that is a bit too conditional on the opponent (needs you to hit and then needs to take damage), but the ceiling is very high. Good consideration for 2 color decks, but a bit difficult to fit in 3 colors.

Raffine, Scheming Seer (C+)

Weak by itself. Decent value if you have 1 or 2 creatures that can attack on the turn you play this. A bit restrictive for 4+ color decks, but can be very threatening in aggressively oriented esper decks.

Glarb, Calamity’s Augur (C)

To be good this needs a deck built around it, but there is a good number of free spells, spells with delve and other discounts that it is worth considering. The problem with this card is that there aren’t that many efficient payoffs for building around this (Up the Beanstalk being the only one I can come up with), but the power level is definitely there to think about it.

Hashaton, Scarab’s Fist (C+)

Statline is bearable, but the triggered ability costs a bit too much. This can be used to pseudo-reanimate multiple times and also works as a creature that can block or get initiative/monarch back. The main issue is that this is less efficient at reanimation than other reanimation spells and is also less consistent as this needs to survive until you discard something and have 3 mana to spare. It’s very hard to find room for something like this in 3 colored deck, but if there are enough synergies and downsides can be mitigated, then this is quite threatening.

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