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Azorius Familiars in general, and in particular this version without the Murmuring Mystic, has a rather unique gameplay: it doesn't have any specific cards or plays that break the game like we're now used to seeing in Pauper, but instead relies on a constant creation of micro-advantages. This is driven by a continuous dialectic between agile 'tempo' cards like Familiar, Snap, Prohibit, etc., and heavy 'value' cards like Oracle, Mulldrifter, Lorien, Archaeomancer, etc. The strategy is to use the first category of cards to survive and reach the point where you can play the second category, and once in the mid/late game, overwhelm the opponent with value. At least, that's what I understood. 00:00:00 The list 00:09:16 Pactdoll Tron 00:42:31 Jund Midrange 01:14:39 Mono-Blue Faeries 01:51:53 Jund Midrange 02:06:03 Mono-Blue Terror 02:30:19 Closing remarks Maindeck 1 Dawnbringer Cleric 3 Mulldrifter 3 Archaeomancer 4 Azorius Chancery 2 Exclude 1 Ghostly Flicker 4 Lórien Revealed 1 Idyllic Beachfront 4 The Modern Age 2 Plains 3 God-Pharaoh's Faithful 4 Snap 4 Sunscape Familiar 2 Ephemerate 2 Contaminated Landscape 2 Prohibit 10 Island 1 Destroy Evil 2 Deep Analysis 1 Mortuary Mire 4 Sea Gate Oracle Sideboard 4 Dust to Dust 4 Hydroblast 3 Negate 2 Destroy Evil 1 God-Pharaoh's Faithful 1 Exclude ---------------------------------------------------------------------------------------- #MagicTheGathering #MTG #Magic #Gameplan #Gameplay #Pauper #combo # #control #azorius