Song of Creation generates so much card advantage that a four-card hand that can play Song of Creation on time should still easily win us the game.įlame Jab is basically fizzle protection. Thankfully, between Serum Visions and aggressive London mulligans, this usually isn't a problem. Serum Visions helps us find Song of Creation in the early game, which is important because without Song of Creation, our deck doesn't do much of anything. Rounding out the deck are three more cards. These instants are important because they allow us to win with Laboratory Maniac even if our opponent has an instant-speed removal spell-we can just keep casting spells until we draw the rest of our deck with the trigger on the stack! Since the mana from our "free draw twos" are instants (both Rituals, Manamorphose, and Noxious Revival), we can play Laboratory Maniac at instant speed and cast a few more spells to win the game. Meanwhile, Laboratory Maniac rewards us for drawing our entire deck by winning us the game when we draw on an empty library. With a Song of Creation on the battlefield, it usually takes somewhere around 20 spells to draw our entire deck, which is the perfect number to make Grapeshot into a 20-damage burn spell thanks to the storm mechanic. So, how do we finally win the game after we draw our entire deck on Turn 3? We have two options in Grapeshot and Laboratory Maniac. Desperate Ritual and Pyretic Ritual give us this mana, which we can then filter with Manamorphose and Pentad Prism, if necessary. While casting free spells and drawing through our deck with Song of Creation is great, eventually, we're going to need at least a little bit of extra mana to cast a finisher and win the game. Our rituals are extremely important because they actually generate mana when we cast them. So far, all of our support cards have been mana-neutral card draw. As for Manamorphose, it's actually a free Ancestral Recall with Song of Creation, drawing us three cards for zero mana, while also fixing our mana to make sure we can cast everything we draw. Noxious Revival allows us to put a discarded Song of Creation back on the top of our deck on our upkeep, draw it for our turn, and immediately combo off and (hopefully) win the game. One of the easiest ways for an opponent to beat our deck is to make sure that we don't resolve Song of Creation, which means Thoughtseize on Turn 1 or 2 is great against our deck. Noxious Revival is also important for discard protection. Noxious Revival is a free "draw two" that can put a ritual or finisher back on the top of our deck to make sure that we are drawing more action with Song of Creation the next time we cast a spell. Noxious Revival and Manamorphose give us even more free card draw with Song of Creation. With 12 of these cards in our deck, it's pretty easy to chain one into another with the help of Song of Creation, which, in conjunction with some of our other spells, will allow us to draw our entire deck in one turn. The same is true of Utopia Sprawl (costs one mana but immediately generates one mana) and Pentad Prism (costs two mana but generates two mana). We can cast it for one mana but immediately sacrifice it to get back that mana, which means the end result is we draw two cards with Song of Creation. Meanwhile, after we have Song of Creation, all of these cards turn into free "draw twos." Take Wild Cantor, for example. ![]() ![]() Over the first two turns of the game, Utopia Sprawl, Wild Cantor, and Pentad Prism add extra mana to the battlefield to ramp us into Song of Creation. Thankfully, most of the early-game fast-mana spells like Utopia Sprawl, Pentad Prism, and Wild Cantor also work extremely well after we have Song of Creation on the battlefield. Since we want to try to win on Turn 3, our deck is overloaded with fast mana to get to five mana and cast Song of Creation as quickly as possible. To win the game on the turn we play Song of Creation, we typically need five mana when we play Song of Creation, which means we can make our extra land drop and have two mana left to start casting spells. The good news is that there's a really easy way to avoid this drawback: by winning the game the turn Song of Creation comes into play! Of course, this power comes with a drawback: we have to discard our entire hand at the end of our turn. Song of Creation is an extremely powerful card, allowing us to make an extra land drop each turn and, more importantly, draw two cards every time we cast a spell. The questions were how best to support these huge combo turns and how to actually win the game. When Song of Creation won the poll, I immediately knew that we'd be playing some sort of combo deck with the goal being to play Song of Creation and win the game immediately by drawing our entire deck.
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