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Pinch Grinder is designed to do just that-- Grind Pincher tokens. . . and cause an opponent to mill out all in the same turn. The only three cards that are actually necessary to make the deck work are Grinding Station, Summoning Station, and Mycosynth Lattice. All other cards are in place solely to facilitate drawing those three with the ability to play them immediately. The deck is indeed done with green mana. This is because an early incarnation of the deck was focused on being a fully green deck, and I felt that altering that mana would make this too much of a departure from the original idea. I am well aware that this could be facilitated much better in dimir rather than golgari mana. I am also aware that Relic has no purpose in this deck, feel free to drop it for something more useful, I simply have a really enjoyable time when I put out one and inform my opponent that I have a 0 drop indestructible artifact that just "sits there and be's indestructible,".
The important thing to notice here is that creatures are secondary in this deck. They are necessary to make the deck function properly, but they are very much a tool of the gambit in play. Summoning Station is the true star of the show, and everything else in the deck is simply aligned to make it function as efficiently as possible. This efficiency level actually happens to be an infinitely repeating cycle of token sac that results in opponents milling their entire decks and drawing out on their next turn.
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