Subject: Article for you Date: Tue, 2 Dec 1997 15:56:09 -0800 From: "Chris" To: "'fkusumot@ix.netcom.com'" Extended deconstruction Deck #1 - Enduring Bombardment There's been a lot of talk about a combo deck that will kill you on turn 4, repeatedly. Well, I can tell you this, we've seen this deck around a month ago during the grand prix bye tournaments being played by Mike Dove. It relies on Goblin Bombardment, Enduring renewal, and any 0 casting cost artifact creature. It lays down an artifact, sacs it to the bombardment, and comes back to the hand with the renewal. Repeat ad nasuem. As with any lock deck, in order to be successful, it has to be insanely fast or blue based. In the extended environment where Force of will pervades, it is important to be able to protect your lock until it is successfully finished. The original version that Dove played had arcane denials for countering ability, direct damage for control and a bunch of utility spells. The new version still retains utility but increases the countering ability to protect the lock. Here is the new deck listing 4 Force of Will 4 Counterspell 2 Arcane Denial 2 Pyroclasm 4 Impulse 4 Tithe 3 Enduring Renewal 3 Goblin Bombardment 3 Enlightened Tutor 4 Shield Sphere 4 Phreyxian Walker 1 Scroll Rack 2 Disenchant 2 Flood Plain 2 Plains 4 Volcanic Island 4 Tundra 4 Plateau 2 Island 2 Mountain 60 Total The deck breaks down like this The lock- Enduring Renewal, Bombardment, Walker, Sphere Order of drop should be Creature (to block creatures), bombardment, then renewal. Never drop the renewal first as it lets your opponent see what you have in your hand and predict what you're going to do. Counterspells- Force of Will, Counterspell, Arcane Denial Counterspells should be used to protect cards in hand as well as to setup and protect the lock. Utility spells- Impulse, Scroll Rack, Tithe, Disenchant, Tutor Impulses and Scroll Racks should always be used to get part of the lock or a counterspell if you don't have one. Tutors for the lock and Tithe for more land. Disenchants for Auras and disks. The land ratio could be worked on a bit but the tithes should pull you through. Wastelands really shouldn't concern you since they stall as well if they use the wasteland. The deck performs very well, often getting the lock turn 4 or 5. You never worry about vineyard since it helps get your renewal a turn or two earlier and you don't really care about damage if you get the lock out quickly enough. Hymn hurts as does Aura of silence if it hits the table. The board should be adapted to the current location that you're playing the deck in. IE lot of Necro, anti Necro sideboard. The board although, should have 2 more disenchants as Aura of Silence and Serenity does destroy the deck. Christopher Wong Computer Specialist UCI Health Systems chrisw@uci.edu http://members.tripod.com/~Obiah