Infinite Impermanence forced duelists to think about what column their spells and traps were played in a factor that had never really had any meta relevance before
While cards that use impulse draws, like Eruth, Tormented Prophet and Neyali, Suns' Vanguard, provide card advantage, they dont technically draw
Ramp This deck doesn't contain a hefty ramp package outside the standard set of mana rocks, but it doesn't need it: the deck runs a lot of low-cost spells with effects that work especially well with Deadpool, Trading Card, so the standard mana rock package (Sol Ring, Arcane Signet, and one more two-mana artifact) should be enough
Master Duel a much more welcoming game for newcomers
Got any other spell-related questions
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