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Found 2 results

  1. Question about Apothecary Initiate and it's ability. This example could be used with other cards, but for the sake of argument we'll use this one. Let's say I have two copies of Apothecary Initiate on the battlefield. My turn begins and with those two creatures, I play another white spell. After that white spell, I have four untapped Plains. I tap those four untapped Plains to gain one life. Do I gain eight life, four for each Apothecary or do I gain four?
  2. Gotta be complemtely honest with this one. I noticed I had a ton of Kithkin cards in my box about a year ago and pulled them all out. Then took the better ones at the time and made a deck. It turned out OK, usually I can draw games out with lifegain but don't really have a finisher or dependable win condition. Any help is appreciated, hoping to make a badass Kithkin deck that is feared... as much as you can fear a bunch of kithkins. Kithkins from the other side of the tracks deck, not a cute and cuddly Kithkin deck. This is what I'm starting with: Creatures: Cenn's Heir x4 Apothecary Initiate x4 Wizened Cenn x4 Mistmeadow Skulk x3 Patrol Signaler x2 Springjack Shepherd x2 Ballynock Cohort x2 Ballyrush Banneret x1 Resplendent Mentor x1 Kithkin Zephyrnaut x1 Order of the Golden Cricket x1 Kithkin Shielddare x1 Order of Whiteclay x1 Goldmeadow Dodger x1 Ballynock Trapper x1 Figure of Destiny x1 Spells: Holy Day x2 Pacifism x2 Honor of the Pure x1 Mass Calcify x1 Awe Strike x1 Path of Bravery x1 Prison Term x1 Sunlance x1 Lands: Plains x20