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Slow Deep
First full shurima guide.
Playing this region is actually quite involving if you don't just brew the obvious choices
0. Rite of calling as a 1 of is usually fine its a free cycle/draw
1. I ended up running dredger for the extra toss I know it's a bad card but it's needed here
2. rockbears help deep with its midgame where it usually struggles, hourglass as a 2 of, and happy tree obviously
3. hunters and docks as your deep engine, arise and quick sand as your burst speed interaction
4. TF and judgement for removal
5. eye as a 2 of
6. devourer as a 2 of
7. sprit fire 3 is your main stall and removal option at burst, and nautilus extra copies allow you to bounce to deck
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