Subject: R/W/U "Hotwater" deck Date: Mon, 17 Nov 1997 12:55:55 -1000 From: Robert D Bull To: fkusumot@IX.NETCOM.COM It is obvious in the current format that any given constructed deck must be able to operate under a Winter Orb.This can easily be achieved by proper card choice when constructing your deck.The R/W/U "Hotwater" deck takes the best elements of it's colors that can operate effectively under an Orb.95% of the cards in the deck require 3 or fewer mana to cast.The same goes for colored mana in the casting cost,which is also highly important.Thus it is not always neccessary to wait for the crucial "second mana" of the required color. Before sideboarding the deck is a fairly strong deck,utilizing good card economy and adequate creature/board control.The white in the deck is splashed in for main deck Disenchants and the appropriate sideboard cards to sustain the deck's performance throughout a tournament. Team Island Magic's R/W/U "Hotwater" ___________________________________ 2 Abduction 4 Cloud Elemental 4 Counterspell 1 Firestorm 2 Disrupt 4 Dissipate 2 Frenetic Efreet 4 Incinerate 4 Man O' War 3 Mindstone 4 Ophidian 2 Disenchant 3 Suq'Ata Lancer 1 Wildfire Emissary 2 City of Brass 9 Island 6 Mountain 2 Undiscovered Paradise 1 Adarkar Waste This deck utilizes the card drawing abilities of the Ophidians and Mind Stones to augment its creature assault.(18 creatures to be exact)The Mind Stones are also extremely useful while operating under the ever so popular Orb decks.The 2 Abductions in the deck seem to be one of the better choices for large creature control as does the choice of only 1 Wildfire Emissary.The Frenetic Efreets in "Hotwater" serve to draw creature removal spells and can put early pressure on unsuspecting players.Cloud Elementals?Why Cloud Elementals?The Elementals provide a way to stop opposing Frenetics and small flying creatures....they can also fly over unopposed more than one might think. The countermagic is what keeps this deck alive and kicking.Many times opponents will not play early pressure cards for fear of them being countered,thus only 10 counters are used for basic support.Firestorm is an excellent addition to the main deck and serves as a mass creature remover.The Mind Stones and Ophidians once again further its evil fiery purpose. The Land ratio is an adequate one that we have had few problems with.The number of non basic lands in the deck was lowereed drastically due to the growing fascination with LD decks popping up now and then in the Standard format. The decks sideboard helps it endure the tournament scene by utilizing some of the better sideboard cards available to its colors. Sideboard: ________________________ 1 Nevinyrral's Disk 3 Pyroblast 2 Hydroblast 3 Knights of the Mist 2 Disenchant 1 Cop:Red 1 Firestorm 2 Cop:Black The deck was originally inspired by a compiling the decks of Tongo Nation at Pro Tour Chicago,Paul McCabe's Standard deck at Worlds 97,Local PT participant Kris Lohman,and T.I.M's teammates.The deck has performed well up to date and can handle most any threat easily.Take it out and test it,and let us know how it does for ya.I can assure you that you WILL be seeing similar decks in a tourny near you. Thanks Dave Bull Team Island Magic