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4 Sage of Epityr
3 Thoughtpicker Witch
4 Voidmage Prodigy
1 Willbender
4 Shadowmage Infiltrator
3 Voidmage Husher
4 Endrek Sahr, Master Breeder
1 Vedalken Dismisser
4 Rise // Fall
3 Conspiracy
2 Sarpadian Empires, Vol. VII
2 Brainspoil
1 Controvert

9 Island
6 Swamp
4 Underground River
4 Watery Grave
1 Molten Slagheap

Enthrulled.

Description of deck by its author (quoted):
I was shocked because my inbox was full of Endrek Sahr combos. By far the most common combo was Endrek Sahr and Conspiracy, and it was sent to me by Ryan d'Eon, Phil (aka Eiphel), Legend, Craig Tubb, and several members of the elusive Blah Fraternity currently residing at Blah.com (they really like February, apparently). The combo has two key advantages. One, if you set Conspiracy to anything but Thrulls, Endrek Sahr's self-sacrifice ability will never trigger. This will allow you to keep breeding once you've reached the lethal seven. Two, Thrull is not a very exciting type of creature to pump out en masse, since very few cards actually interact with Thrulls (and those cards are in Fallen Empires). Conspiracy will allow you to produce creatures with a more relevant creature type, like, say, Saproling or Elf.

There are many, many things you can do once you combine these two cards. This is Wizard Week. Endrek Sahr, Master Breeder just so happens to be a Wizard. There's a card in the new Standard that is positively ridiculous when you add it to the mix. It's the third wheel on the tricycle that is the incredibly fragile soft-lock. The card in question is none other than Kai Budde himself, or at least, his cardboard avatar: Voidmage Prodigy.

With a Conspiratorial Endrek Sahr providing Wizard tokens, your Prodigies can start countering spells every turn. To ensure that the Master Breeder maintains his strict breeding regimen, I recommend Voidmage Husher. Since you can return it to your hand when you play a spell, it can be played and replayed, netting you four “Thrulls” each time.

If that seems a little too complicated, why not pair Endrek Sahr with another recent addition to the Wizard tribe, Thoughtpicker Witch? As long as you can keep playing creature spells, you can sacrifice the resultant tokens to the Witch and ensure that your opponent will draw nothing but land for the rest of the game! If even that seems too convoluted, you could always combine Thoughtpicker Witch with Sarpadian Empires, Vol. VII. You won't even need any other cards to set up your opponent's future draws. Throw in the recover-able Controvert, and you have a twelve-mana combo that allows you to counter one spell every single turn!

Shadowmage Infiltrator, Brainspoil (both of the important combo-pieces cost five), and Sage of Epityr will help you set things up. The latter is a card that makes me smile. It's a Fugitive Wizard and it's an Index (well, 80% of an Index). If that's not a recipe for success, then I don't know what is. It's such a simple card, it's surprising that it took this long to make. (I feel the same way about Grayscaled Gharial). There are very few one-mana creatures that have comes-into-play abilities and most of those “abilities” are really drawbacks (see: Rogue Elephant, Accursed Centaur, Icatian Moneychanger). Sage of Epityr's ability has appeared on blue creatures before. Sage Owl, Spire Owl, Sage Aven, and Aven Fateshaper all have it. The fact that it showed up on a Human Wizard proves that this ability isn't (just) for the Birds.

With a Wizard count of twenty-four, this deck is also legal in Standard Tribal Wars. Obviously, if you prefer the larger formats, feel free to add Patron Wizard and Azami, Lady of Scrolls to the deck. At that point, you might as well add Opposition to make the deck even more fun!

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by Chris Millar @ www.wizards.com

LOCKDOWN: Voidmage Prodigy - Conspiracy / Endrek Sahr, Master Breeder

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