Subject: New deck + report Date: Mon, 01 Dec 97 00:03:24 -0800 From: Bishop To: fkusumot@ix.netcom.com Time to Play Here it is, the much rumored Time Warp deck. I made this from the original concept I heard from a friend. Mines, Warps, Recalls and Prosperity with Medallions. The Helms and additional Anvils are key in this deck. A large prosperity is the kickstart you need to start warping. This version can only warp four or five turns max, but this kills with Impacts instead of decking an opponent like the original. Since this deck can kill by turn four, Lapses, Sinks and Peace Talks can easily provide the time you need to set up. In the last tournament I used this, I ran over any green, black or white deck. Blue with heavy counter-magic can blast the key spells this deck needs to get rolling. Side in the Cities and Songs and Disrupts, or you wont stand a chance. Armageddon and Disks will ruin your day too. Counter these and eat the critter damge. Red Sligh also tends to run this thing over easily. Side four chills and the Song. Larsens Time Warp Deck ---------------------- 4 Time Warp 4 Helm of Awakening 3 Sapphire Medallion 4 Howling Mines 2 Anvil Of Bogardan 2 Whispers of The Muse 3 Dream Cache 4 Prosperity 3 Power Sink 2 Recall 2 Sudden Impact 2 Ancestral Knowledge 2 Propoganda 3 Memory Lapse 1 Peace Talks 2 Fellwar Stones 1 Lotus Petal 12 Islands 3 City of Brass 1 Undiscovered Paradise Sideboard 4 Chill 1 Sudden Impact 2 Titania's Song 3 City of Solitude 2 Disrupt 1 Peace Talks 2 Disenchant Tourney Report -------------- Round One: Marogeddon First game: Combo started rolling turn six, impact for 21. Second game: Armageddon stopped me cold turn four, Maro kicked my butt so hard. Third game: Combo on turn six, 18/18 Maro watches as I impact for 18. Round Two: Black Weenie First game: Combo turn four, double impact for 10 each. Second game: Black drops a disk, but it never untaps. Impact for 24. Round Three: 4CG First Game: Combo turn 7 despite Uktabi's. Double Impact. Second Game: Take one hit too many from a 14/14 Maro. Dug my own grave there I think... Third Game: With one life left, turn six I Impact for 20. Round Four: Ophidian Beat Down First Game: Didn't even stand a chance here. This deck does not work on one mana. Second Game: Opponent sides in an Energy Flux!!?, and it hits the table one turn before I set to go off. Seven Artifacts wiped away with any chance I had of winning this. Quarter Finals: Red Sligh This deck beat the snot out of me. Turn one Jackal Pup, two Orcs on turn two, turn three Ball lightning, its all over after the incinerates. Game two was much the same. Hmmm. This deck needs work. But it has a lot of potential, in the vein of prosperous bloom. I will try the version that just decks the opponent, and see if it works any better. Lee Larsen