Subject: [DECK] Summer Greed Date: Sat, 29 Aug 1998 01:07:22 -0700 From: "Poster SW" To: Although it does not have very many matches under its belt, I ask that this (only slightly) interesting combo deck be given some heed. I will first go over the list, then how it works and why each card is in the deck. combo elements: 4 Summer Bloom 4 Horn of Greed 4 Mulch 1 Seismic Assault 3 Squandered Resources 2 Gaea's Blessing fetch/survival: 2 Vampiric Tutor 2 Reclaim 3 Gerrards Wisdom 3 Wrath of God 4 Mana Leak 4 Wall of Blossoms land: 1 Plains 2 Reflecting Pool 4 Gemstone Mine 4 City of Brass 5 Island 8 Forest First, here is how the combo works: I play a Horn of Greed when I have a few land (mulch substitutes) in my hand and a summer bloom, or if I need cards. Once this has been satisfied, I try and find another Horn by whatever means possible - usually by playing the summer bloom and playing land, thereby drawing more cards. Once there is a Squandered Resources in play and at least 2 Horns of Greed, the combo really gets going. Play a Summer Bloom, play 2 land, draw 4. Check to see if there is a bloom in your hand - if theres not, tutor for or reclaim one, or blessing and hope - and play your last land to draw your next bloom. Once there are 3 Horns of Greed on the table, you are ready to start the kill. Play a Seismic Assault. Fairly soon you should be running low on cards in library. The best thing to do here is sac a bunch of land, discard a bunch as well, make sure there is a Gaeas close to the top of your library, and Mulch. This should net you a few land and will put your graveyard back in. >From this point, mana is no longer a problem and Mulching, Blooming, and Assaulting is the road to victory. The cards in the "combo elements" section of the decklist are essential, for various reasons. Obviously, the Summer Bloom, S. Assault, and Horns of Greed are necessary. The Mulches are very important for 4 reasons: they prevent stalling through lack of land, they turn over the Blessings, and they increase your hand size dramatically for Gerrards Wisdom, and they get land in your hand for the final kill. The Squandered Resources are also central in that they put land in your graveyard for when it must be returned to your library by way of Blessing - as well as providing the mana boost needed for the combo. Cards in the "fetch/survival" section are, individually, not absolutely necessary. They must be there for the combo to ever have a hope of coming to fruition, but numbers can be changed to suit the individual style of a player, and if you want to test impulse, be my guest - I was never able to work them, because in a given situation, there is often only one card in the deck that will help you survive, hence tutors and reclaims. Gerrards and Wraths are obviously useful, the former moreso in this deck than in others because of the presence of Mulch. Mana Leaks prevent the occasional geddon, fireblast, or living death. Walls of Blossoms are a cantrip on top of the creature defense, I think this card has been well covered in those articles concerning 5 Color Blue. 24 Land - I'd like to add 2 more but I don't know where to put them. Please help by critiquing this and sending any comments to David "Amnausea" Bedoll postersw@gte.net