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Kiyomaro, Last to Attack

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Kiyomaro, First to StandEnlarge

Kiyomaro, First to Stand

{3}{W}{W}

Legendary Creature — Spirit

Saviors of Kamigawa

Read rules for Kiyomaro, First to Stand
Kiyomaro's power and toughness are each equal to the number of cards in your hand. As long as you have four or more cards in hand, Kiyomaro has vigilance. Whenever Kiyomaro deals damage, if you have seven or more cards in hand, you gain 7 life.

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Full card details & printings ›

Mask of MemoryEnlarge

Mask of Memory

{2}

Artifact — Equipment

Mirrodin

Read rules for Mask of Memory
Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Full card details & printings ›

Date Posted: Mon Mar/15/10 at 8:18 pm

kishind
Posts: 7
Joined: 15-Mar-10

This works best in a deck that draws additional cards.
Turn X: Mask and Kiyomaro are in play. Play Pursuit. Activate the Mask with one of your creatures, add 2 Study counters, and discard.
Turn X+1: Skip your draw to finish Pursuit, sack it, draw seven cards. Kiyomaro is now at least an 8/8 and up to a 15/15. Play any Empyrial cards on Kiyomaro now. +1? 14/14 to 28/28, depending. +2?between 18/18 and 39/39. +3? 20/20 to 48/48.

Use Razor Barrier to give him protection from (your opponent's creatures' color), or find another way to make him unblockable, and send in the final blow.