#Hurkyl, Master Wizard

2 messages · Page 1 of 1 (latest)

still gust
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So I’m approaching building [[Hurkyl, Master Wizard]] and I’m in roughly the beginning of the deck building process where I’m trying to decide what my closers are. I want her to be about a 6-7 in power and stuck deciding on some combos to include in her.

I’m mostly sticking to the sorceries and instants gameplan with some solid enchantments to tax/ slow down the table a bit and control faster decks. Stuff like back to basics.

I figure most turns I’ll see 2-3 cards off of her if she’s out and worst case scenario I scry 5 and draw one 1 which still looks pretty decent on paper.

Does anyone have any suggestions for outlets to win ?

I have an isochron though am not sure what lines I want to run for it.

I’ve also considered running a few combat wincons and making beaters with the new Teferi or ominous seas etc.

small flameBOT
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Legendary Creature — Human Wizard Advisor
At the beginning of your end step, if you've cast a noncreature spell this turn, reveal the top five cards of your library. For each card type among noncreature spells you've cast this turn, you may put a card of that type from among the revealed cards into your hand. Put the rest on the bottom of your library in a random order.
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