These decks offer inspiration for future builds, show how to find a way to defeat an "unbeatable" strategy, and chip away at our idea of what counts as unfair, overpowered, or just plain silly. Degenerate decks completely remove all answers and simply try to end the game as efficiently as possible they have no interaction and they fold to any interaction they are the most all-in of any all in deck because when they fail it's spectacular. If a deck is not functioning well one easy fix is to adjust the amounts of both. Adding any cards into a deck like this makes it no longer function, thus, it's not perfect and it's far from unbeatable! Threats and AnswersĪn old, but still very true, Magic concept is that cards in your deck represent either Threats or Answers. Thus, to win a best of three against a deck that could gain even two life, the Chancellor deck would be forced to have a game plan in the sideboard to defeat it. If the Chancellor deck ever took off people might start to play Nourishing Shoal in their sideboard or the maindeck of a Neobrand/Grishoalbrand deck. Your opponent, whether they go first or not, dies before drawing for turn or playing a land! Unbeatable, right? Well, not exactly. During the beginning of the game, you reveal seven Chancellors of the Dross and your opponent takes 21 damage and is dead. Without *any restrictions* there has got to be a perfect deck that automatically wins, right? My go-to when explaining this is the 60 Chancellor of the Dross deck. Ever been to tournaments with no ban lists or deck-building restrictions whatsoever? I have! These are some of the most fun, zany events I've ever had the pleasure of attending.
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