2
Benthic Explorers
3 Krosan Restorer
1 Candelabra of Tawnos
4 Citadel of Pain
4 Frantic Search
3 Gemstone Array
4 Mana Cache
2 Power Surge
3 Rewind
4 Snap
3 Staff of Domination
2 Turnabout
2 Well of Discovery
6 Island
6 Mountain
4 Deserted Temple
3 Mirrodin's Core
4 Shivan Reef |
 Arrays
in the Sun.
Description of deck by it's author
(quoted):
The idea here is to keep your opponent's lands untapped. That will
load up Mana Cache with counters... which you can siphon off onto your
Gemstone Array, where only you get access to them. You lose half the
counters in the process, but you gain color production to compensate.
Your opponent's untapped lands are also your means to victory, thanks to
Citadel of Pain and Power Surge.
How will you untap your opponent's
lands? Benthic Explorers and Turnabout are pretty straightforward. You
can also use Deserted Temple, Krosan Restorer, and Candelabra of Tawnos.
Who says you can only untap your lands with those cards?
"Help" your opponent at the end of his turn, after the Cache
and Citadel trigger. You can also put the instant Urza block "free
spells" to subversive use by untapping your opponent's lands
instead of your own. But wait—you need to tap out by the end of your
own turn! That's the only way for you to avoid the dire consequences of
your own red enchantments. Where does the mana come from for your
land-untapping instants? Gemstone Array, of course! You can also
generate mana with the help of the Explorers and Restorer (a creature
that happens to love Frantic Search.) Is this a good deck? Probably not.
Is it a bizarre deck that tosses conventional Magic wisdom on its ear?
Yeah. I love those. |
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