The turn player wants to move to the next Step/Phase
In this deck we can leverage it to counter spells with Disruptive Pitmage and Voidmage Prodigy, destroy artifacts and enchantments with Nantuko Vigilante, or remove creatures with Skinthinner
1 Risky Research 1 Scout the City Enchantments (4) 1 The Clone Saga 1 Wall Crawl 1 Web Up 1 Web of Life and Destiny Artifacts (4) 1 Arcane Signet 1 Pictures of Spider-Man 1 Spider-Mobile 1 Web-Shooters Lands (39) 5 Forest 5 Island 5 Mountain 5 Plains 5 Swamp 1 Cavern of Souls 1 Command Tower 1 Daily Bugle Building 1 Exotic Orchard 1 Ominous Asylum 1 Path of Ancestry 1 Savage Mansion 1 Sinister Hideout 1 Suburban Sanctuary 1 Three Tree City 1 Unclaimed Territory 1 University Campus 1 Urban Retreat 1 Vibrant Cityscape I'd normally tell you how I'd lower a list in power, but aside from being strict about only running cards from this set, I don't see this getting much tamer
The main upgrade route for this deck is more enchantment auras or equipment to really drive home the fact that your board presence is inevitable, and you are going to start swinging at your opponents as soon as possible, and it's going to hurt
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If you're not attacking first, however, Crash is less likely to get a KO because the enemy will damage you first