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It's a kraken tribal/theme deck. You won't win any tournaments with it, but it's fun and cheap to construct.
The general idea behind this deck is that you can summon ridiculously huge blue creatures that normally would never be playable, and have them stomp all over your opponent. Cheating creatures into play is core to how this deck works, and only the Kraken Hatchlings should ever be cast from your hand with mana.Ideally, you can have a Kraken Hatchling enchanted with Call to the Kindred on Turn 4, and it can summon an 11/11 trampling Polar Kraken on Turn 5.Quest for Ula's Temple can potentially work even faster, but this deck is less than one-third creatures, so you'll need to use Halimar Depths and Mystic Speculation to rig things in your favor, insuring there's always a creature on top.This deck can get off to a very shaky start due to a lack of cheap creatures. Voyage's End is intended to bounce the worst of the early attackers.
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