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Legendary Creature — Inhuman Noble Hero
Flying Whenever you cast a noncreature spell, Crystal deals X damage to each opponent, where X is the number of colors that spell is. {T}: Add {R}, {G}, {W}, or {U}.
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“Flying mana dork that burns opponents whenever you cast colorful spells.”
Crystal, Inhuman Princess is a flying mana dork that punishes opponents every time you cast noncreature spells—the more colors in the spell, the more damage they take. Your core gameplan is to ramp early with her mana-fixing ability while building toward a midrange-to-control shell stuffed with colorful instants and sorceries that dome opponents out. As you develop the board, lean into cards that are naturally multicolored or hit multiple colors through effects, turning each spell into a soft Earthquake that chips away at three opponents simultaneously.
The deck wins through incremental damage from spell triggers combined with combat pressure from Crystal herself or other flyers you've assembled. You're not going all-in on a single combat turn; instead, you're grinding value—casting efficient multicolored removal, card draw, and utility spells while your opponents' life totals erode. Think of it as a control deck that doesn't say no so much as it says "yes, and that costs you 2 life." In a three-player game, a double-colored spell every turn adds up fast, especially if you're also turning the corner with evasive threats.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip expensive multicolor staples like Counterspell and Cryptic Command; replace with budget cantrips like Ponder, Expressive Iteration, and modal removal like Unholy Heat or Murktide. Basic mana rocks like Cultivate and Kodama's Reach are cheap ramp.
Inclusion = % of Crystal, Inhuman Princess decks running this card. +lift = percentage-point boost over the format average.
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