Finally, if they cast their second spell that turn, you'll draw again
Before we get into the different approaches, I wanted to put something out there
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Advanced Search Sets Random Syntax Agency Coroner Altar's Reap Bad Deal Bandit's Talent Bankrupt in Blood Blood Fountain Blood Scrivener Circle of Power Clandestine Work Corrupted Conviction Costly Plunder Cruel Truths Crushing Disappointment Damocles Base, Sword of Kang Dark Dabbling Deadly Dispute Deadly Dispute Death in Heaven Decode Transmissions Demon's Due Demonic Covenant Demonic Pact Derelict Attic // Widow's Walk Derelict Attic // Widow's Walk Desperate Measures Diresight Egon, God of Death Eviscerator's Insight Fanatical Offering Fatal Lore Feral Deathgorger Feral Deathgorger Fetid Gargantua Funeral Rites Gollum, Scheming Guide Gruesome Realization Hoarder's Greed Immortal Coil Infectious Inquiry June, Bounty Hunter Live Fast Maestros Initiate Merciless Resolve Midgar, City of Mako Nasty End Nazar, the Velvet Fang Necroplasm Night's Whisper Nightmare Void Nothic Out of the Tombs Painful Bond Phyrexian Gargantua Pointed Discussion Read the Bones Reckoner's Bargain Resounding Scream Risky Research Risky Shortcut Rowan's Grim Search Scion of Halaster Shadow, Mysterious Assassin Sinister Monolith Skull Raid Skulltap Succumb to Temptation Summon: Primal Odin Tevesh Szat, Doom of Fools Triarch Praetorian Unburden Urborg Uprising Village Rites
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Seventeen lands is the industry standard , but occasionally you'll run eighteen or even sixteen
Hangarback Walker is kinda medium in this deck, but we did try a single Angelic Purge in an attempt to make it better
If I had Drapion 4 in the active Pokemon spot I would try and use Body Slam first and try to paralyze the defending Pokemon and if this happened then I would put two more energy cards on Drapion 4 so I could use Mega Impact and do 70 damage