Decks with many search and draw cards can afford to run a much lower number of Energy cardssometimes as few as 8 to 12
This deck contains the following cards:Extra (x4):Artifact Durendal (x3) - RareWind-Up Arsenal Zenmaioh (x1) - RareMonster (x29):Artifact Labrys (x3) - CommonArtifact Moralltach (x3) - CommonArtifact Failnaught (x3) - CommonArtifact Chakram (x3) - CommonArtifact Vajra (x3) - CommonArtifact Lancea (x3) - CommonArtifact Achilleshield (x3) - CommonArtifact Mjollnir (x3) - CommonArtifact Aegis (x3) - CommonArtifact Beagalltach (x2) - CommonSpell (x10):Artifact Ignition (x1) - Secret RareArtifacts Unleashed (x3) - CommonDouble Cyclone (x3) - CommonMystical Space Typhoon (x3) - CommonTrap (x3):Artifact Sanctum (x3) - Common This deck contains the following cards: Extra (x4): Monster (x29): Spell (x10): Trap (x3):
Mega Lucario ex League Battle Deck - May
if youve got something like a Soul Warden or Archivist of Oghma healing you on your opponents turns, you can nab up to four cards a turn cycle, all while building up to a life-ending threat
If you use incremental lifegain (like Dragon's Claw, be sure it's gaining enough life to matter
Ironically, it's typically more useful to banish another card on the board, which forfeits this card's ability to attack that turn, followed by using it as material for an Extra Deck monster