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4 Icy Manipulator
2 Jester's Cap
2 Memory Jar
4 Powder Keg
2 Darksteel Colossus
4 Counterspell
4 Expunge
4 Fact Or Fiction
4 Forbid
4 Mishra, Artificer Prodigy

10 Island
2 Mountain
2 Swamp
2 City Of Brass
2 Crosis's Catacombs
4 Shivan Reef
4 Underground River

Mishra Defeats Chuck Norris.

Description of deck by it's author (quoted):
This is a control deck that uses Mishra to get various control pieces to help it establish dominance.

For example, casting an Icy gets you a second, to lock down double the creatures. Normally an Icy has some problems seeing serious play outside of fun decks because it costs four mana, which is getting up there for an artifact that requires a mana to lock a creature down for just one turn. However, when that four mana investment yields you two separate Icies, then it begins to appear to be worth it. Powder Keg is great with a double dosage in play. You can choose two different converted mana costs to sit on your Kegs. Typically you sit your one Keg with a low number of counters to prevent someone from playing nasty threats under the Keg. However, if something of size this the table, it can take you several turns to build up your Keg. Now you can sit one keg at a low level and one at a medium level. A Keg at one can easily off anything that costs one or two in a single turn while the other Keg at three can easily off anything three or four in just one turn. It gives you much better board coverage. The Jar with Mishra out is just plain mean. If I wanted t build a combo Jar deck, I'd toss Mishra in if I could afford the mana, which I just might be able to do with Welders and Tinkers and Megrims in an ideal Jar deck. However, adding another broken element to a deck that was already powerful enough to get elements of it banned doesn't seem like much of a chore.

On the other hand, here the Jar gets you cool cards two turns in succession. Remember to cast any cool artifacts you draw off the Jar and get a second one for free. Also remember that Mishra can mine your graveyard for a duplicate, so you can leave a copy in your library if you wish. The Cap is just as good off a Mishra as the Jar. Pop a pair of Caps and watch your opponent's chances of winning the game drop significantly. Remember, since this is a control deck, you expect to be playing for a while. Capping your opponent twice is like forcing him to play Russian Roulette with more bullets in his gun than in yours. Sure, you might still lose, but the odds are in your favor.

The deck also has some classic control elements. Expunge for dirty creature killing. Note that Terminate, although better in many ways, costs both off-colors, and I don't want to emphasize that. Plus, Expunge cycles, which is always something good to fall back upon. A control deck does not want dead cards against Pro Black boy or Morphling girl.

Fact or Fiction rounds out our card drawing collection. It's a pretty fancy card that we all know and love (or know and hate, whichever describes you.) After that, it's the normal Counterspell / Forbid suite of happy countermagic that helps your control deck win the game. Pretty cool.

Oh yes, and you'll need a way to win, so why not load the deck with one of the stompiest creatures around. Control decks love the Colossus because it's impervious to a lot of removal. If you want to Timmy up your control deck, look no further than the Colossus of Darksteel. Note that playing one with Mishra out is just unfair.

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by Abe Sargent @ www.starcitygames.com

CONTROL: Icy Manipulator / Powder Keg / Jester's Cap - Mishra, Artificer Prodigy

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