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Using rites of flourishing, tempt with discovery (optional), and collective voyage gives all players every opportunity to ramp their land... but is it wise for the other players? Using every means available, ramp your mana while you can use cards like natural balance to bring everyone's land back down to 5, OR, the Dirtcowl Wurm is another good way to persuade players to be more hesitant when it comes to catching back up on land. Remember that once you have enough in your mana pool for natural balance, sacrifice your current land to the orb before doing so. This way, you will not only gain life, but add 5 land all at once (possibly more if you haven't already played a land(s) yet) giving all sorts of yummy +1/1 counters and bonuses to your scute, champion, and hydra. In case of a slow start, gaea's touch was optioned over exploration simply for it's ability to sacrifice and add the quick 2 green mana for an early-game balance if needed. Feldon's Cane serves as a last resort to restore your sorceries or lost artifacts/enchantments. Though this will nullify your crucible for the moment, it will however allow you to fetch more land for boosts. In the meantime, the staff of magus will allow you to keep that steady mana/health regeneration flowing throughout the early stages of the game. Enjoy! :)
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