DESCRIPTION
this deck wins through early disruption. the typical games go with a turn 3 golem on the back of my accelerators or a turn 4 golem that follows a sculler and or a master of etherium.
once i untap with master transmuter in play it is very hard to lose. the win cons are primarily:
-sphinx of the steel wind
-glassdust hulk swinging for infinite damage
occaisionally im able to just win with master of etherium + golem beats before my normal conditions even happen.
the mana base is currently wacky because its what i own. the side board changes from week to week as i tweak it for local meta.
probably will cut the colonnade for another drowned catacomb. need more jace if i am going to keep him in the deck, so far hes kind of awkward for me.