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1 Rainbow Efreet
4 Force Spike
4 Counterspell
1 Memory Lapse
3 Mana Leak
3 Forbid
2 Dissipate
4 Dismiss
4 Nevinyrral's Disk
4 Impulse
4 Whispers of the Muse

4 Stalking Stones
4 Quicksand
18 Island
CMU BLUE (Draw Go).

Description of deck by it's author (quoted):
Twenty-one counterspells allow the deck to stop almost everything the opponent tries to do. At a minimum, they allow for a lot of one-for-one trades (as do the Quicksands). The four Disks also trade with the opponent's stuff, though they often nabbed more than one permanent at a time. The four Impulses are just a super-efficient way to set things up and that leaves just five nonland cards left in the deck: a single creature and four copies of the key spell in the deck: Whispers of the Muse.

The way to win with this deck is to counter everything you possibly can and build up to six lands in play. From that point on you use your mana to stop your opponent's threats if necessary or to draw an extra card if possible. All those extra cards make victory inevitable, even with just one creature and four creature lands available to deliver the actual kill. Once you Whisper up a bunch of extra cards, you have so many lands out that it's easy to clear the board with a Disk and then counter every single spell for the rest of the game.

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rainbow_efreet.jpg (20048 bytes) force_spike.jpg (18473 bytes) mana_leak.jpg (17149 bytes) forbid.jpg (19137 bytes) dissipate.jpg (21797 bytes) whispers_of_the_muse.jpg (19822 bytes) stalking_stones.jpg (16393 bytes) nevinyrrals_disk.jpg (20630 bytes)

by Randy Buehler - Worlds 1998 @ www.magicthegathering.com

CONTROL - Draw Go - Rainbow Efteet / Stalking Stones

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