At any point in time I could sell an ancient mew card

62.9% WR 105 matches 57.3% WR 82 matches 53.7% WR 175 matches 51.2% WR 250 matches 50.5% WR 198 matches 55.0% WR 60 matches 50.0% WR 148 matches 50.0% WR 124 matches 52.2% WR 67 matches 50.6% WR 89 matches 49.1% WR 110 matches 47.9% WR 142 matches 49.4% WR 87 matches 52.0% WR 50 matches 46.6% WR 161 matches 50.9% WR 57 matches 46.2% WR 173 matches 48.7% WR 78 matches 50.0% WR 58 matches 48.5% WR 68 matches 43.9% WR 239 matches 47.9% WR 71 matches 49.1% WR 53 matches 45.8% WR 107 matches 44.6% WR 148 matches 43.5% WR 184 matches 43.4% WR 175 matches 48.1% WR 52 matches 46.4% WR 69 matches 46.0% WR 50 matches 40.6% WR 165 matches 43.7% WR 71 matches 42.0% WR 81 matches 40.2% WR 127 matches 41.1% WR 90 matches 40.5% WR 74 matches 38.3% WR 128 matches 38.2% WR 123 matches 38.1% WR 126 matches 42.0% WR 50 matches 41.5% WR 53 matches 37.6% WR 101 matches 37.3% WR 102 matches 38.5% WR 52 matches 36.5% WR 74 matches 37.1% WR 62 matches 34.4% WR 61 matches 28.1% WR 57 matches 26.0% WR 50 matches 17.9% WR 56 matches Emerging Decks Below 50 matches could be hidden gems or just variance

End Game Once you have four 5-cost Characters on the field, it's time for "OP09-051 Buggy" to shine
After killing your first creature, three time counters tick by before Suspended Sentence kills again
Its nice to see cards like Tekuthal, Inquiry Dominus, and Cyberdrive Awakener, too
The wording of abilities also puts specific limits on when they can be used: if an activated ability has as a cost that says "discard this card", it can only be used when the card is in your hand, not when you have played the card and it is on the battlefield, or in the graveyard