3
Squee, Goblin Nabob
4 Accumulated Knowledge
4 Brainstorm
3 Compulsion
4 Counterspell
3 Cunning Wish
2 Forbid
3 Force Spike
3 Intuition
4 Sapphire Medallion
3 Solitary Confinement
1 Spirit Cairn
4 Adarkar Wastes
4 Flooded Strand
13 Island
2 PlainsSIDEBOARD:
4 Arcane Laboratory
1 Compulsion
1 Disenchant
1 Enlightened Tutor
1 Intuition
2 Masticore
1 Quash
1 Solitary Confinement
2 Stifle
1 Unsummon |
 Berkowitz's
Confinement.
Description of deck by Mike Flores
(quoted):
The Extended version of the deck takes advantage of some simply
awesome interactions. The most important are Intuition and Squee, Goblin
Nabob. The deck has a "turn three win" against a good many decks, just
by playing Solitary Confinement with Squee in hand. A huge number of
Extended decks have no way to beat that draw in game one, including some
of the most popular choices, and most of the standouts from the Columbus
Top 8.
Moreover, Intuition + Squee is next to unbeatable for a control deck
when Compulsion is in play. The Solitary Confinement player will just
draw four cards per turn, every turn, until it is so far ahead that the
opposing control player has no chance; With Sapphire Medallion in play,
Forbid + Squee is a non-combination synergy that turns three cards into
a fist full of Counterspells, not to mention a lock that would put a
smile on Jon Finkel's face.
For the Worlds 2003 version, Jordan played Spirit Cairn -- an Odyssey
Block card he missed for his PTQ version -- at, I believe, the behest of
former Swimming with Sharks auteur Brian David-Marshall. Spirit Cairn
gives the deck a nice combination with Squee, Compulsion, and Solitary
Confinement itself. Though Solitary Confinement implies a win -- much
like the Life combination -- Spirit Cairn helps to actually take the
game faster. Unlike a card like Morphling, which is only unbeatable
(rather than just fantastic) once Solitary Confinement and a large mana
advantage is already in play, Spirit Cairn operates with just
Compulsionout, and maximizes the strength of the deck's existing card
advantage outlets.
The Solitary Confinement deck has a lot of nice tricks with Cunning
Wish; the best of them is probably going for Enlightened Tutor, but
stopping an all-in Wild Mongrel or Arcbound Ravager (or just any old
Akroma, Angel of Wrath) with Unsummon has to be up there. Masticore is
nice out of the board, realizing the potential we originally saw with
Squee, Goblin Nabob, back when Mercadian Masques was first unveiled to
the public.
Though Solitary Confinement has been largely forgotten -- and might even
qualify as a "never was" in the Extended category -- Brian
David-Marshall recently tried it in the Neutral Ground Time Walk
tournament, and, because of its potential turn three auto-win, it might
merit a closer look for the upcoming PTQ season.
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