Getting the Most Out of Small World Some Decks Work With Small World Better Than Others Since Small World's strength lies in its flexibility , it's best to use it for monsters that are absolutely mandatory for a Deck's core strategy, are Limited by the banlist, are terrible to run more than a single copy of, and/or are difficult to search for
You begin the game with a hand of seven cards and draw a new card each turn, except on the first turn for the starting player
While its not strong on its own, the thing that makes Scute Swarm so powerful is that it is rarely on its own, and it can get out of hand very quickly
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Any creature you grab should make this worth it as long as you cast it for at least X=2, but this cards stock starts to rise if you have a powerful rare that costs around three mana