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4 Sakura-Tribe Elder
4 Carven Caryatid
4 Stone-Seeder Hierophant
4 Howling Mine
4 Fertile Ground
3 Overgrowth
3 Explosive Vegetation
3 New Frontiers
4 Burning Wish
3 Fireball

18 Forest
6 Mountain
Frontier Hierophantry.

Description of deck by it's author (quoted):
Those familiar with the Beacon of Creation + Blasting Station combo will know how this works. Imagine this scenario, if you will. You have an active Hierophant and five lands in play. You tap all of your lands, then untap one with the Hierophant, then tap it again. You decide to play New Frontiers with X = 5. Your opponent tries to bluff counter magic, but he's playing White, so you don't fall for it. When the New Frontiers resolves, you put five lands in play. The Hierophant's untap ability will trigger five times. Let the first trigger resolve. Untap your Hierophant. Use it to untap another land. Let the next trigger resolve. Lather, rinse, repeat. At the end of this sequence, you should have five lands and a Stone-Seeder Hierophant untapped. You've essentially played New Frontiers for free!

Now imagine the same scenario as above, except that one of those lands is a Mountain enchanted with an Overgrowth. Instead of untapping a different land with the Stone-Seeder Hierophant, you could untap the same land (tapping it for the three-mana in between untappings, naturally). You would be able to play New Frontiers with X = 9 (Five lands plus Overgrowth is seven mana, and with the Hierophant to untap the Overgrowth'd land, you can get ten mana). The Hierophant will trigger nine times, allowing you to tap and untap the Overgrowth'd land nine times, resulting in twenty-seven mana in your mana pool. Now you can send a nice big Fireball straight for your opponent's head, nugget, and/or dome. You will even have enough mana to Burning Wish for one and then cast it. Burn, baby, burn!

There are no non-basics in the deck because you can't find them with any of the land-fetchers. Getting Red mana shouldn't be too much of a problem though, with ten land-tutors and four Fertile Grounds. To my chagrin, I discovered that neither Red nor Green has any real card drawing (at least, that is appropriate in the deck – see: Browbeat, Collective Unconscious, etc.), so I tossed in some Howling Mines to speed things along.

Stone-Seeder Hierophant is pretty fragile, so I would advise that you refrain from playing it until the turn before you can combo out. Don't worry too much if you can't keep one on the board. You will eventually be able to generate enough mana for a lethal burn spell, anyway. Also, keep in mind that some decks can't really take advantage of all the land you give to them with New Frontiers, either because they have a lot of non-basic lands in the deck, or because their deck doesn't require a lot of mana to operate. In this case, feel free to New Frontiers whether you have a Stone-Seeder Hierophant or not. For instance, I beat an Affinity deck by searching out most of my lands (they couldn't get any) and all I needed to do was just survive for a single turn so I could cast the lethal Fireball.

I'll warn you now: if you're playing this online, the combo requires a lot of clicking. Seriously, do some finger exercises before you start. The first time I managed to pull off the combo, I got a little overzealous with the clicking and clicked my way through to the end of the turn, resulting in a lethal mana-burn for twenty-six. My only advice is: “Don't do this!” Thus endeth the lesson.

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by Chris Millar @ www.wizards.com

BURN: Fireball - Stone-Seeder Hierophant / New Frontiers

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