Subject: Schoolyard v1.2 (t2 nov1st) Date: 21 Oct 1997 04:39:10 GMT From: "Archimede" Newsgroups: rec.games.trading-cards.magic.strategy Hey all, I've posted a brainstormed version of this deck earlier today, and then I played it a bunch on the internet. After tweaking it a bunch, I realized that it can become very strong, if played correctly. So please, give me input on this, I'd like to hear critiques and comments on it. //NAME: The SchoolYard // Black 3 Abandon Hope I added this to get the opponent's hand very low, very early. // Green 3 City of Solitude 4 Eladamri's Vineyard 4 Gaea's Blessing Since the Zur's effect is triggered by drawing a card, it still works under CoS, and it allows me to do what I want without worrying about counters, really good since FoW is gone, when played on turn two. // Blue 2 Capsize 2 Zur's Weirding 3 Impulse 1 Meditate meditate rocks under the Zur's, impulse is beautiful, and capsize stalls well under the vineyards. // White 2 Enlightened Tutor 2 Disenchant 2 Humility 2 Gerrard's Wisdom 3 Wrath of God I replaced blinkies with humility, since the environment is soo creature oriented right now. // Artifacts 1 Bosium Strip 2 Scroll Rack 2 Disrupting Scepter 1 Jayemdae Tome Scroll Rack is the #1 card from tempest, works really well under the Zur's, and so does the strip, as well as using the mana from the vineyards. // Mana Sources 2 Forest 3 Plains 2 Brushland 2 Adarkar Wastes 3 City of Brass 4 Undiscovered Paradise 1 Wasteland 4 Reflecting Pool // Sideboard SB: 2 Phyrexian Furnace (BA) SB: 2 Mystical Tutor (to get wraths against green swarm, or lobotomy against bloom) SB: 1 Winds of Rath (swarm) SB: 2 Circle of Protection: Green SB: 2 Circle of Protection: Red SB: 2 Lobotomy (bloom, mill, other theme decks, good against opponent's sideboard in game two, esp. vs. disenchants) SB: 2 Disenchant (soo many strong enchantments/artifacts in TE) SB: 1 City of Solitude (blue) SB: 1 Wrath of God (swarm, again) 60 cards: 15 card sideboard Ok, if anyone can't see it, the lock is having a zur's weirding in play, having the opponent down to no cards, paying two life to make him/her discard the drawn card, and let the vineyard burn him/her to death. laterz, Archimede