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Magic: The Gathering DecksExecutorColors: White/Blue Description: This deck revolves around the combo of Karma/Magical Hack. It is somewhat weak against other Blue and/or White decks and can sometimes be vulnerable to very fast creature decks. Many times, it will take a beating early in a game, only to come back and win with a few life left. Contents: White: 4 Karma 4 Wrath of God 4 Story Circle 4 Enlightened Tutor 3 Circle of Protection (usually Red or Green) Blue: 4 Mind Bend 4 Magical Hack 2 Sleight of Mind 3 Fade Away 3 Rebound 3 Quash Land: 3 Kjeldoran Outpost 10 Plains 10 Island Sideboard: 4 COP-Black 4 COP-Red 4 COP-White 2 COP-Artifact 1 COP-(whatever you put in the deck above-say, Green) Comments: Playing this deck can sometimes be like watching paint dry- it can get a little boring. If you like a lot of combat and are big on creatures, this deck is not for you. It is somewhat slow, usually needing at least 4 mana to really get going. It revolves around getting out a Karma (or 2) and using Magical Hack/Mind Bend to make the enchantment deadly to the other player. Your defense is based around protective enchantments and creature removal. Story Circle and COP is your first line of defense, backed up by Fade Away and Wrath of God. The Kjeldoran Outposts provide a little creature support, but do not hesitate to wipe them out with a Wrath if you need to. Rebound makes direct damage spells hurt a little and Quash is here specifically for Disenchants. The deck's downfall is against other decks of the same color, where you end up hurting yourself with the Hacked Karma. Remember that mono-Blue and mono-White decks will be beaten because they have more of that single land than you will have. When against other White and Blue decks, Hack the Karma to whichever land the opponent has the most of or whichever you have the least of.
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