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PLAN 1: Build a swarm with priestess. (1) Plan 1.1: Cash in with Chakram (0) Plan 1.2: Cash in with DFC combo'd with sacrifice spells (2) Plan 1.3: Cash in with shadow dancer (3) Plan 1.4: Combo with a Fugitive with sacrifice spells. (4) PLAN 2: Buff minions up with Shaman. (1) Plan 2.1: Cash in with Chakram (0) PLAN 3: Play sarlac/gor. Plan 3.1: Cash in with DFC combo'd with sacrifice spells (2) Plan 3.2: Combo with a Fugitive with sacrifice spells. (4) BACKUP PLAN: Xor. A safety net for the 3 plans above to succeed better. (5) (0) Usually effective and carries the least risk. (1) It is recommended to keep or play a sarlac/gor (Plan 3), in case aoe clears the swarm. (2) WARNING: This will quickly use up your hand. Unless playing against Starhorn, refilling your hand is not cheap (Fugitive + spells or Desolator). (3) If you are not a) playing against Abyssian swarm, b) playing against an artifact heavy deck, c) playing against someone who is running away, or d) Xor is not out, shadow dancer's healing is generally not worth the risk; aphotic is more effective. If, however, any one of the above applies, shadow dancer is very effective and should be prioritized. (4) Copy DFS for rushing out minions, aphotic for healing, banishing for removal. The BBS can be copied, but the health sacrifice is dangerous. Keep in mind that DFS can stack up over multiple turns. The combo is, however, very fragile. If either sarlac/gor/priestess or Fugitive is removed/dispelled, the combo breaks. As such, play this combo only if you can immediately copy DFS / aphotic / banishing. (5) When the trial is complete/close to completion, the opponent will rush aggressively. ~90% of your games will finish without playing Xor. Successfully mesh at least 2 of the plans above together, and you'll likely win.
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