--- ## Ramp & Fixing The mana base is modest but functional: **Ramp:** - Sol Ring - Arcane Signet - Birds of Paradise - Cultivate - Farseek - Gilded Goose **Fixing Lands:** - Command Tower - Exotic Orchard - Path of Ancestry - Woodland Cemetery - Isolated Chapel - Sunpetal Grove - Forest / Plains / Swamp The deck ramps reasonably well for a midrange token strategy
Its a great early creature to have on the battlefield and can help your other creatures get in for some large attacks
So flashback helps connect both to the flavor of Innistrad and the great gameplay that Magic: The Gathering offers. Given the emphasis on setting and story informing the gameplay, does Midnight Hunt tie into players last visit to this plane
Even though the first twelve sheets were pickup sheets, their whole point being that we didn't have to lay out all the cards again, the teams downstream let us have a few partial layout reconfigurations

Heres the decklist: Creatures (25) 1 Mother of Runes 1 Sakura-Tribe Elder 1 Sun Titan 1 Daring Sleuth 1 Tireless Tracker 1 Erdwal Illuminator 1 Ohran Frostfang 1 Shimmer Dragon 1 Kenrith, the Returned King 1 Kogla, the Titan Ape 1 Adrix and Nev, Twincasters 1 Chatterfang, Squirrel General 1 Ravenous Squirrel 1 Junk Winder 1 Lonis, Cryptozoologist 1 Timeless Witness 1 Academy Manufactor 1 Wavesifter 1 Eloise, Nephalia Sleuth 1 Chief Jim Hopper 1 Dustin, Gadget Genius 1 Lucas, the Sharpshooter 1 Max, the Daredevil 1 Will the Wise 1 Mind Flayer, the Shadow Lands (39) 9 Forest 2 Plains 1 Reflecting Pool 1 Swamp 1 Mountain 4 Island 1 Yavimaya Coast 1 Temple Garden 1 Breeding Pool 1 Hallowed Fountain 1 Terramorphic Expanse 1 Exotic Orchard 1 Sunpetal Grove 1 Evolving Wilds 1 Command Tower 1 Hinterland Harbor 1 Blighted Woodland 1 Path of Ancestry 1 Bountiful Promenade 1 Fabled Passage 1 Zagoth Triome 1 Ketria Triome 1 Raugrin Triome 1 Indatha Triome 1 Rejuvenating Springs 1 The World Tree 1 Vineglimmer Snarl Spells (34) 1 Stroke of Genius 1 Swords to Plowshares 1 Sol Ring 1 Rampant Growth 1 Kodama's Reach 1 Skullclamp 1 Arcane Denial 1 Nature's Lore 1 Three Visits 1 Shattering Pulse 1 Allay 1 Farseek 1 Harmonize 1 Nature's Claim 1 Cultivate 1 Go for the Throat 1 Sphinx's Revelation 1 Vandalblast 1 Boros Charm 1 Read the Bones 1 Swan Song 1 Tamiyo's Journal 1 Ongoing Investigation 1 Trail of Evidence 1 Ulvenwald Mysteries 1 Heroic Intervention 1 Pull from Tomorrow 1 Anointed Procession 1 Storm the Vault 1 Guardian Project 1 Arcane Signet 1 Shadowspear 1 Fierce Guardianship 1 Thorough Investigation Here is how the deck graphs out: So, what do you think of all the Stranger Things cards

Even if they can kill Karn, the next one is making such large Constructs, and an extra turn is backbreaking