4 Power Sink
4 Paralyze
4 Blight
4 Erosion
4 Psychic Venom
3 Cursed Land
3 Seizures
3 Errant Minion
2 Merseine
1 Feedback
1 Energy Flux
3 Icy Manipulator
13 Island
11 Swamp |
 Power
Lack.
Description of deck by it's author
(quoted):
Believe it or not, I'm completely rewriting
history here to make myself look good. The deck, as I had actually built
it, was approximately a kersquillion times worse. No exaggeration. Chop
about six lands off the bottom of that sucker, delete the Icy
Manipulators (I didn't own any at the time), and replace them with Power
Leaks and more Feedbacks, and you can begin to imagine the level of
unplayability of that deck.
Despite its utter lack of success, however, this deck was worth building
for a couple reasons. First of all, the day I won a game solely because
of Feedback damage - my opponent watching helplessly as his life total
ticked down from twenty to zero - is a day that lives in infamy, or
possibly famy, I'm not sure. In any case, it's legendary among the
players in my playgroup, and it's currently the benchmark for
humiliating defeats.
The second reason that deck was worth building is that it represented my
discovery of what the cool kids are calling “deck synergy.” Sure, I knew
about Merfolk Assassin and War Barge, Nettling Imp and Sengir Vampire,
or Prodigal Sorcerer, Sorceress Queen, and Jandor's Saddlebags – but I'd
never put together a deck where every card had a minor effect on the
game, but taken as a whole, formed an actual strategy (in this case,
mana denial, leading to a sort of Death of a Thousand Pings).
I wonder what an Enchant Land deck would look like today?
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