Summon: Fenrir Cards like Summon: Fenrir always find their way into ramp decks as a kind of Civic Wayfinder/Solemn Simulacrum
A discard outlet that costs five mana when your curve ends at five will not greatly enable any graveyard synergies you might have in an appropriate time scale
Then, as with the original card, after paying 2000 Life Points, you win the Duel after 20 turns have passed
That was doubly true with the old rules, which let you touch zero life points without dying so long as you got back above zero before the end of the current phase
As long as he's on the field, you can negate and destroy your opponent's Spell and Trap Cards by simply discarding a card from your hand
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