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Lands:
6 Mountain
4 Swamp
4 Bloodstained Mire
4 Forbidden Orchard
2 Darksteel Citadel
2 Rix Maadi, Dungeon Palace
1 Kher Keep
1 Keldon Necropolis

Creatures:
4 Festering Goblin
4 Mogg War Marshal
4 Avalanche Riders
1 Siege-Gang Commander
3 Molten Firebird

Other Spells:
4 Wayfarer's Bauble
4 Pyroclasm
4 Howling Mine
3 Confusion in the Ranks
2 Blood Rites
2 Brainspoil
1 Obliterate

Dark Phoenix.

Description of deck by it's author (quoted):
Basically, it goes like this: With Blood Rites and Confusion in the Ranks on the board, play Molten Firebird (a timeshifted Ivory Gargoyle). Confusion will trigger, and you can swap the Firebird for an opposing creature. Sacrifice your new creature to Blood Rites, choosing Molten Firebird as the target of the two damage. The Firebird will die, your opponent will skip his next draw phase (since he controlled the Firebird when it went to the graveyard), and the Phoenix will rise from its ashes on your side of the board at the end of the turn, kickstarting the process again.

It’s a fairly fragile combo, relying as it does on three five-mana spells. Any Disenchant effect will foil your plans, and even an opponent’s Glorious Anthem will throw a wrench in the works. Worst of all, the combo comes with its own built-in get-out-of-jail card. If your opponent is playing red, he can just pay 4R and remove Molten Firebird from the game. Fortunately, you can do a few things about that.

1. Destroy red-producing lands. This is what Ross suggested, and the idea is sound. I don’t think I’d want to make the deck too-heavy on land destruction, but one card I like is Avalanche Riders. It’ll destroy a land and allow you trade for a creature with Confusion in the Ranks. Best of all, since it has echo and requires a payment of 3R during your opponent’s next upkeep, there’s a good chance that your opponent will not be able to keep it around. You just got a creature and destroyed a land, basically giving up nothing in return.

2. Use Damping Matrix or Pithing Needle. The Matrix will shut off the Phoenix’s activated ability, as will a Needle naming Molten Firebird. Both cards seem good with Confusion in the Ranks as well, since their effects are the same no matter who controls them. The only problem I can see is that the whole combo already has the potential to backfire horribly, and with either of these cards in play, you add the risk of getting locked out of your own draw step.

3. Don’t rely 100% on the lock. I’m a big fan of this approach. I love an unwieldy, unnecessarily complicated combo as much as the next guy, but expecting to pull it off on a regular basis is a recipe for frustration. Go ahead and put it in the deck, but at least make sure that your deck can do something if Plan A fails. That way, you can still experience the thrill of pulling off an unlikely combo when everything works, and you can still have a fun game when everything doesn’t.

To that end, I filled the deck with cards that aren’t terrible on their own but become much better with either Blood Rites or Confusion in the Ranks or both. Festering Goblin, Mogg War Marshal, and Siege-Gang Commander all have synergy with the key, non-Phoenix cards and oodles of synergy with one another. The War Marshal is particularly useful. When it comes into play, both its comes-into-play and Confusion in the Ranks will trigger. Arrange things so that you make the swap first. Your opponent will get the War Marshal and you will get whatever monster they have on hand. Then, when the War Marshal’s comes-into-play ability resolves, you’ll get the Goblin token which you can then swap for the War Marshal. You end up with an extra creature. At the same time, Kher Keep provides you with an endless number of creatures to trade and gives you plenty of Blood Rites fodder as well. Howling Mine and Brainspoil help you to get all of the lock pieces. If do achieve the lock, your opponent will stop getting any benefit from Howling Mine. They’ll be left with whatever cards are in hand, and you can take those out with Rix Maadi, Dungeon Palace.

Keldon Necropolis and Kher Keep: Is there a more mana-intensive “combo” between two rare lands beginning with the letter “K”? I’d say it gives you a way to machine-gun your opponent’s creatures, but that might be overstating it slightly. You’d be lucky to musket them.

Some other cards worth mentioning, since they seem to fit in with what the deck is trying to do, include Pain/Suffering, Nightscape Battlemage, Thunderscape Battlemage, Goblin Gardener, and Mindslicer.

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by Chris Millar @ www.wizards.com

COMBO: Confusion in the Ranks - Blood Rites - Molten Firebird

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