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: Most decks should run 17 lands, though very aggressive low-curve decks can occasionally drop to 16.

: A Dimir (Blue-Black) anchor that generates 1/1 unblockable spirits whenever you draw your second card in a turn. avatar

: A top-tier white removal creature that temporarily exiles an opponent's threat, perfect for aggressive decks. : Most decks should run 17 lands, though

: A versatile red Lesson spell that can deal 4 damage to one target or sweep small tokens. avatar

: Each color has payoffs for having mostly one basic land type, which can be powerful if you find your lane is open early.

: Avoid splashing a third color unless you have dual lands or specific mana fixing.