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4 Llanowar Elves
4 Birds of Paradise
1 Kiki-Jiki, Mirror Breaker
1 Sky Hussar
1 Bosh, Iron Golem
1 Draco
1 Bringer of the White Dawn
1 Sekki, Seasons' Guide
1 Serra Avatar
4 Hypergenesis
4 Chromatic Sphere
4 Diabolic Tutor
1 Intruder Alarm
1 Mindslaver
1 Pandemonium
1 Salvaging Station
1 Summoning Station
1 Blasting Station
1 Grinding Station
1 Helm of Kaldra
1 Shield of Kaldra
1 Sword of Kaldra

5 Forest
4 Wooded Foothills
4 City of Brass
4 Overgrown Tomb
4 Llanowar Wastes
1 Blood Crypt
1 Stomping Ground

Highlandergenesis.

Description of deck by it's author (quoted):
When you get the opportunity to put every permanent in your hand directly into play for free, you don't want to waste it by dropping a bunch of, say, Thallids on to the table. You might as well go big or go home. I recommend going big. Decks have been cheating creatures into play for centuries, with cards like Sneak Attack, Elvish Piper, and even Zombify. These decks used many of the same heavy hitters, your Darksteel Colossi, your Serra Avatars, your Verdant Forces and Crater Hellions and Angels of Despair. Those are incredibly fun cards, to be sure, but perhaps there is something better.

Speaking of “better,” there are a number of two-card (or three- or four-card) combos that win the game instantly. First of all, you can assemble the four Fifth Dawn stations (Blasting, Grinding, Salvaging, and Summoning Station). Throw in a Chromatic Sphere and that's an instant win. I'm not sure exactly how, but I think you tap and untap things until your opponent concedes. Another nifty one is the ol' Kiki-Jiki, Mirror Breaker and Sky Hussar combo, where you use Kiki-Jiki to copy the Hussar, which untaps Kiki-Jiki, allowing you to copy the Hussar. I could do this all day, that is, make infinite creatures. If you don't have the Hussar, you can still make a lot of creatures with Kiki-Jiki and Intruder Alarm and any other non-Legendary creature. Bosh, Iron Golem and Draco is almost an instant win, since Bosh can fling the sixteen-mana Dragon in your opponent's general direction for, not coincidentally, sixteen damage. Bringer of the White Dawn and Mindslaver combine to steal all of your opponent's future turns, which might make it tough for your opponent to win. Sekki, Seasons' Guide forms an infinite-damage combo with Pandemonium. All you have to do is target Sekki him/herself with Pandemonium's triggered ability. This will deal eight damage to the Legendary Spirit and put eight Spirit tokens into play. These tokens will then deal eight more damage, this time to your opponent. Then, you can sacrifice the tokens to reanimate Sekki, which restarts the loop.

Which of these combos should we use? Why not all of them? (And why don't we also assemble Kaldra, just for kicks.)

That deck is really dependent upon resolving your Hypergenesis, since so many of the spells are otherwise unplayable. And if your opponent has a Remand, well, you'd might as well pack up your cards and go home. Like I said before, though, you're perfectly welcome to add some measure of disruption to the deck. You don't have to sit idly by while your opponent figures out a way to stop you.

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by Chris Millar @ www.wizards.com

S.C.S.: Hypergenesis - Multiple Infinite Combos

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