![]() The same is true of Utopia Sprawl (costs one mana but immediately generates one mana) and Pentad Prism (costs two mana but generates two mana). We can cast it for one mana but immediately sacrifice it to get back that mana, which means the end result is we draw two cards with Song of Creation. Meanwhile, after we have Song of Creation, all of these cards turn into free "draw twos." Take Wild Cantor, for example. ![]() Over the first two turns of the game, Utopia Sprawl, Wild Cantor, and Pentad Prism add extra mana to the battlefield to ramp us into Song of Creation. Thankfully, most of the early-game fast-mana spells like Utopia Sprawl, Pentad Prism, and Wild Cantor also work extremely well after we have Song of Creation on the battlefield. Since we want to try to win on Turn 3, our deck is overloaded with fast mana to get to five mana and cast Song of Creation as quickly as possible. To win the game on the turn we play Song of Creation, we typically need five mana when we play Song of Creation, which means we can make our extra land drop and have two mana left to start casting spells. The good news is that there's a really easy way to avoid this drawback: by winning the game the turn Song of Creation comes into play! Of course, this power comes with a drawback: we have to discard our entire hand at the end of our turn. ![]() Song of Creation is an extremely powerful card, allowing us to make an extra land drop each turn and, more importantly, draw two cards every time we cast a spell. The questions were how best to support these huge combo turns and how to actually win the game. When Song of Creation won the poll, I immediately knew that we'd be playing some sort of combo deck with the goal being to play Song of Creation and win the game immediately by drawing our entire deck.
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