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Get Angel out 2nd or 3rd turn using Tinker, you can use Mystic to find one if you don't start with one, make it unmarketable/Indestructible using Darksteel and Robe of Mirrors 3rd or 4th. Use Auramancers to get ToE and Transcendence. Constant Land use will gain you a lot of life due to Transcendence, when you get past 20 you won't lose due to Angel, get to 50 = Win. Ideal Start hand: Tinker 2 CoB Sol Ring Ancient Tomb Mishra Bauble (to Sac) Robe of Mirrors In Line: Darksteel Auramancer
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