Subject: Type II for Deck Workshop Date: Thu, 9 Jul 98 19:18:49 -0600 From: To: Hi, Frank! Here's a really strange combo deck that I thought of while watching television at three in the morning. Thank god for reruns of the Cosby show! Anyhow, the point of the deck is to get an infinite turn lock by using Anarchist-Time Warp-Recurring Nightmare. You'd be surprised how easy it actually is. Here's a rough version that usually goes off around turn 7-8 on Apprentice. 5C TurboCosby --------------- by S. Hernandez 4 Impulse 4 Intuition 2 Survival of the Fittest 2 Spike Feeder 1 Scrivner 3 Anarchist 1 Suq' Ata Firewalker 4 Wall of Blossoms 4 Recurring Nightmare 3 Timewarp 3 Eladamri's Vineyard 2 Harrow 2 Power Sink 3 Firestorm 4 Island 5 Forest 2 Skyshroud Forest 1 Swamp 1 City of Brass 2 Gemstone Mine 1 Undiscovered Paradise 4 Reflecting Pool 2 Quick Sand sideboard --------- ????????? Definitely needs 3-4 Sacred Grounds How it works... --------------- Cast an Intuition for an Anarchist, Anarchist, and Time Warp. Get out a Nightmare and swap Anarchists bringing back the Time Warp each turn. With infinite turns you will be able to ping you opponent to death or kill them with a big creature by moving spike feeder tokens around. The combo costs 8 mana to operate but is a breeze with Vineyard and Harrow. The Survival grabs the combo early or gets you a life gainer or a wall. Once you get a Wall and something else in your graveyard Nightmare swap them for cards. If you are having trouble finding the combo Survival for a Scrivner and recycle Impulses, Intuitions with Nightmare until you do. The deck seems to flow together well and has a fair amount of creature control for a combo deck. I'd like to try working the combo into a Kastle-esque deck that could win without the combo (Kird/Channel/Fireball). How about infinite turns with a Tradewind lock in play? Who knows... Email me with any comments, questions, or suggestions. Thanks! --------------------------------------------------------------- -Steve "Huxtable" Hernandez