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24 Spells Serum Visions Preordain Duress Fatal Push Vampiric Tutor Remand Arncane Denial Impulse Fire / Ice Into the Roil Baleful Strix Dreadbore Jace, Vryn's Prodigy / Snapcaster Talisman of Dominance Donate Harmless Offering Toxic Deluge Kolaghan's Command Dack Fayden / Daretti, Ingenious Iconoclast Demonic Pact Illusions of Grandeur Damnation Cryptic Command Force of Will 16 Lands The deck is pretty standard
Which leads me to the next most important part of this deck Dropping Anchor At Key Locations The locations in this deck also encourage combat, with the new Skull Rock - Isolated Fortress giving your characters +1 power while gaining you 1 lore each turn if a pirates present
Ugin is a card I was excited for in Tarkir, but the issue with it is that it doesn't actually kill your opponent
If you are unsure, download it first onto a secondary device, and dont use any of your details to log into it
If you don't, sacrifice it