lands open to counter stuff burn can't handle. Once you've survived into the midgame, Spear offers you the option of helping to burn off your enemy's life points. Just be sure not to do so before your victory is essentially imminent. Syncopate The updated, emo version of Power Sink doesn't choke out your opponent's mana, but it does exile Thragtusk, zombies, and various Flashback cards, eliminating their long-term recursion. And because it only requires one blue mana, it's easily playable from turn 2 onwards no matter what lands you're sitting on. Syncopate loses some value as the game drags on, so if you see a good opportunity to use it early in the match, don't hesitate to do so. And if you do find yourself sitting on a few Syncopates late game, just remember you can always chuck them to Izzet Charm or Desolate Lighthouse.. Think Twice // Forbidden Alchemy Both options here offer you instant-speed card draw, each with its own pros and cons. Think Twice tends to be more useful early game, helping you hit land drops consistently and putting pressure on your opponent to catch up in card advantage. At three mana, Forbidden Alchemy is more useful late game when casting it as a response to something terrible will almost always find you the answer you need. In other words, Think Twice is better at generating tempo advantage; Forbidden Alchemy is better at fixing problems. Do note that if you run Forbidden Alchemy, I recommend you also