









Overview:
A group hug deck centered around Kynaios and Tiro of Meletis that uses symmetrical card draw and land ramp effects to control the game pace while setting up alternative win conditions through cards like Laboratory Maniac, Approach of the Second Sun, and Helix Pinnacle.
Primer:
The deck operates on multiple layers, presenting as a friendly group hug strategy while assembling its win conditions. Early game focuses on establishing mana development through cards like Sol Ring, Arcane Signet, and Exploration, while setting up defensive pieces like Ghostly Prison and Propaganda. The mid-game revolves around leveraging symmetrical draw effects with Teferi's Ageless Insight and Consecrated Sphinx to gain card advantage while appearing non-threatening.
Key decision points include when to transition from group hug to winning, typically after establishing strong protection through cards like Sphere of Safety and Privileged Position. The deck can win through several paths: decking opponents with forced draw effects, using Laboratory Maniac effects after drawing your deck, or building up mana for Helix Pinnacle. Teferi's Protection serves as emergency protection when needed, and Smothering Tithe provides crucial resource generation.
Weaknesses:
The deck is vulnerable to aggressive strategies that can capitalize on the resources it provides before establishing proper defenses. Graveyard hate and cards that prevent drawing extra cards (Narset, Parter of Veils) can severely hamper the deck's strategy. While the deck has good enchantment synergies, it can struggle against heavy artifact-based strategies and lacks reliable creature removal beyond Swords to Plowshares and Beast Within.
Most Important Cards:
- Smothering Tithe
- Consecrated Sphinx
- Teferi's Protection
- Laboratory Maniac
- Sphere of Safety
- Privileged Position
- Teferi's Ageless Insight
- Omniscience
- Seedborn Muse
- Ghostly Prison
Attribute Ratings:
- Speed: 5/10
- Resilience: 7/10
- Consistency: 6/10
- Interaction: 5/10
Rating Justification:
This deck operates at a solid 6.0-6.5 power level. While it includes powerful cards and has multiple win conditions, its reliance on setting up defensive pieces and slower win conditions prevents it from competing at higher power levels. It's more powerful than typical casual decks (5.0) due to its ability to protect itself and generate significant advantage, but lacks the explosive speed and consistency of truly competitive decks (7.0+).
Final power level rating: 6.0 - 6.5
The deck's strength lies in its ability to appear non-threatening while assembling its pieces, but it typically won't threaten wins before turn 7-8 at the earliest. The defensive suite and multiple win conditions provide resilience, but the deck can struggle against faster, more focused strategies.
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