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4 Warped Devotion
3 Megrim
2 Sunken Hope
4 Planar Void
3 Web of Inertia
2 Evacuation
2 Sunder
4 Capsize
1 Turbulent Dreams
2 Lobotomy
2 Arcane Denial
2 Counterspell
1 Quash
1 Telepathy
1 Urza's Guilt
2 Dark Ritual
2 Rats' Feast
1 Grave Consequences
2 Standstill

3 Tainted Isle
8 Island
8 Swamp

Casual Doom.

Description of deck by it's author (quoted):
Playing the deck then, your early goals should be to stop anyone being able to attack you, whilst countering, quashing and lobotomising any threats to your enchantments. It doesn't matter if you just sit there drawing for a few turns whilst your opponent simmers in frustration, eventually the cards you need will come to you. Even if they don't, often a partial combo can kill instantly. For example if lots of megrims show up, but no devotions a large enough sunder or evacuation will still cause them to discard, and can quite often be enough to kill most decks outright. Ideally though, you want 2 warped devotions in play. Standstills provide a cost effective card drawing engine that can either plump their hand prior to a big offensive or help jump start you; these can also make for some interesting tension in multiplayer games.

It can be quite susceptible to decks with a large quantity of direct damage, and I suspect other control decks would cause it some problems, though the counters and lobotomies should still provide the same aid against those sorts of things as they do against the likes of disenchant.

As far as multiplayer games, this deck will sit there for while and suddenly kill everyone. But once the other players have played it once, don't expect to last long against the combined attacks of desperation in the early game. Since it is a very boring deck to play against as it just methodically shuts down the game and picks you apart.

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by DeadlyPeach @ Brittish Collectible Cards (online site no longer in existence)

COMBO: Warped Devotion - Megrim / Turbulent Dreams

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