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2 Keeper of the Flame
2 Keeper of the Mind
4 AEther Burst
3 Chrome Mox
2 Circular Logic
1 Epicenter
2 Fiery Temper
3 Flame Rift
2 Forbid
1 Mind Bomb
2 Oath of Mages
2 Oath of Scholars
3 Pulse of the Forge
3 Pulse of the Grid
2 Seismic Assault
1 Swirling Sandstorm
4 Turbulent Dreams

5 Island
2 Mountain
3 Barbarian Ring
3 City of Brass
1 Grand Coliseum
2 Mirrodin's Core
4 Shivan Reef
1 Tarnished Citadel
Keeper of the Pulsing Oath.

Description of deck by it's author (quoted):
Exodus featured two cycles of cards that rewarded players for having less than their opponents. The Keepers were creatures, and the Oaths were enchantments, and in most cases, they had the same trigger and the same result. For example, Keeper of the Beasts and Oath of Druids both reward the player who has the least creatures by providing a creature. Darksteel revisited this theme with a cycle of spells called the Pulses. If you lag behind your opponent in the area the spell addresses, you get the spell back to do it again. For example, Pulse of the Tangle creates a Beast token, then goes back to its owner's hand if an opponent still has more creatures. Across six years' time, three of the colors match condition and effect perfectly: green, red, and blue. Red deals damage if your opponent has more life. Blue draws cards if your opponent has more cards. (White and black weren't consistent.) It's hard to use all the green cards together because you can't guarantee your opponent will keep creating creatures. But the red one is easy because you can use pain lands and mana burn to zap yourself down to a low life total. (I like to think my electroshock sessions were an inspiration for that!) And the blue one is easy because you can empty your own hand while bouncing permanents back to your opponent's hand. Why, I almost said “Turbulent Dreams” before he blinked it! The deck came together after that.

It's a pretty motley assortment. The denial and permission cards either assist (Forbid, Dreams) or reward (Aether Burst) your card-ditching plan. Circular Logic does both. The Moxes accelerate you into your 2 and 3-cost spells, which covers just about everything, while helpfully reducing your hand size. Swirling Sandstorm and Epicenter are there just in case you need them after achieving threshold. The bizarre little Mind Bomb depletes both commodities the deck trades in; it even kind of trades one for the other. So as you keep your opponent locked up, you burn both of you down at an alarming pace while drawing into the cards you need, then you finish the job with Seismic Assault, Fiery Temper, and the Pulse of the Forge you should still have in your hand.

But I started to wonder. It's clear Gottlieb's not thinking straight. What's the point of mixing the red with the blue? The red can be brutal by itself! Max out on Flame Rifts, Lava Hounds, and Pulses of the Forge and you should end the game before you even need to draw cards. In theory. Not that I care about such things. Oh, I've gotta go… the puddle of drool is dripping off the table.

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keeper_of_the_flame.jpg (23177 bytes) keeper_of_the_mind.jpg (24936 bytes) flame_rift.jpg (18030 bytes) oath_of_mages.jpg (22638 bytes) oath_of_scholars.jpg (27406 bytes) pulse_of_the_grid.jpg (44638 bytes) seismic_assault.jpg (20665 bytes) turbulent_dreams.jpg (27516 bytes)

by Mark Gottlieb @ www.magicthegathering.com

BURN: Pulse of the Forge - Oath of Mages

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