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4 Elder Pine of Jukai
2 Haru-Onna
2 Kiri-Onna
4 Dampen Thought
2 Evermind
4 Isochron Scepter
3 Meishin, the Mind Cage
4 Peer Through Depths
4 Reach Through Mists
1 Twincast
3 Vital Surge
3 Wear Away

10 Island
10 Forest
3 Mirrodin's Core
1 Oboro, Palace in the Clouds
Cage Match.

Description of deck by it's author (quoted):
For no reason whatsoever, I'm going to kick things off with some of the Onnas. These are Spirits that each have a comes-into-play ability and a spiritcraft self-bounce ability. Haru-Onna is the green one; you draw a card when it comes into play and you can return it to your hand when you play a Spirit or Arcane spell. I recommend doing this after Haru-Onna blocks or when it's about to be destroyed, but bouncing it back when you just want more cards is a fine plan as well. Kiri-Onna is the blue one; it bounces a creature when it comes into play. It's not Capsize, but it's a repeatable bounce effect that can also attack for 2.

Haru-Onna and Kiri-Onna, meet Isochron Scepter. With these creatures, you want to play cheap Arcane instants. Well, why not play the same Arcane instant over and over? And why not splice more effects onto it? To pull this off effectively, you'll want a lot of land. That's where Elder Pine of Jukai saunters in; each time you replay an Onna or play another Arcane instant, you slurp up more lands from your deck. Here's where the deck throws the hammer down: With all the lands you'll be putting in your hand, and all the Arcane spells you'll be keeping in your hand because you've spliced them onto copies of Arcane spells, and all the Onna bouncing you can do, you'll wind up with a full hand, a ton of land, and an easy-to-implement Dampen Thoughts victory condition—perfect conditions for Meishin, the Mind Cage. Negate your opponent's creatures permanently.

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by Mark Gottlieb @ www.wizards.com

MILL: Dampen Thoughts - Evermind / Isochron Scepter

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