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4 Sakura-Tribe Elder
3 Sprouting Phytohydra
3 Phytohydra
1 Indrik Stomphowler
4 Guilty Conscience
4 Sterling Grove
3 Eladamri's Call
3 Blasting Station
4 Faith's Fetters
2 Ghostly Prison
1 Proper Burial
1 Pariah
1 Lure
1 Fecundity
1 Pariah's Shield
1 Storm Herd

6 Forest
6 Plains
4 Krosan Verge
4 Selesnya Sanctuary
3 Vitu-Ghazi, the City-Tree

Power Plant.

Description of deck by it's author (quoted):
There are some cards that are forever linked in the minds of Magic players. You can't mention one without mentioning the other. If you write a sentence about Niv-Mizzet, the Firemind, you'd darn well better talk about how great the Dragon is with Curiosity. How else could he have gotten so freaking smart? He's all about self-improvement. Whenever I've talked about the Santa-Claus-esque Sky Swallower, I've invariably been on the receiving end of a barrage of angry email, questioning my competence for failing to include the all-powerful Sky Swallower + Brand combo. It's a fine combo, but I don't find it terribly exciting. You end up with an 8/8 flier. Most of the other Sky Swallower combos I've written about will either win you the game immediately or one turn later. Besides, after the hundredth time of hearing about Sky Swallower and Brand, wouldn't you rather read about something new?

With this in mind, I'm going to talk about a combo that no one else has ever talked about: Phytohydra + Pariah/Pariah's Shield. Actually, numerous people have talked about this combo, including faithful readers Luis Brunson, Benjamin Nightingale, Stephen H., and Brian Mitzel. Phytohydra is immune to damage, and with one of the Pariah cards attached to it, so are you. The only problem with this is that all it does is stall your opponent until they can find an answer to one of the two cards. In the meantime, you've just got a 1/1 creature putting “pressure” on them. One of the problems with Phytohydra as an offensive creature is that your opponents have very little incentive to block it. I've tried offering them candy, flowers, and some nudge-nudge wink-wink “I wanna be in compliance”-style bribery, but nothing seems to work. Since no one will block the Plant Hydra, you've essentially played a five-mana, unblockable 1/1, which frankly isn't that impressive. To get around this, Mr. Mitzel suggested pairing Phytohydra with Lure or a Channeled Shinen of Life's Roar, forcing your opponent to block and make your Phytohydra huge in the process. Pariah's Shield would make counterattacks fruitless, pumping your Hydra up even more. It's a little on the expensive side, and pretty fragile, but it just might work. AJ Richardson, meanwhile, had other ideas. His one-mana solution to the “nobody blocks Phytohydra” problem was the Scourge common, Guilty Conscience. Now whenever Phytohydra deals damage, it will deal that much damage to itself, which will double its size. Next turn, it will double again, and double again the turn after that. When it's not growing your Hydra exponentially, Guilty Conscience acts as “removal,” either keeping the creature at bay while your opponent finds a way to get rid of it, or by destroying the creature in a suicidal attack.

So far, we have about half a deck. To fill out the rest of it, I asked myself, “What could be better than a Plant Hydra?” Two Plant Hydras! In an email, Noel deCordova regaled me with a tale of Dissension Prerelease woe. It seems that Lady Luck wasn't on his side, and he opened up Sprouting Phytohydra and Proper Burial among his Rares. Instead of bemoaning the fact that he was dealt these lemons, Noel went ahead and made some lemonade. The missing ingredient?

You will need all three cards in play, as well as any other creature (Saproling tokens will work just fine). To paraphrase Noel, “With this, you get infinite life. Sacrifice the token to ping the Sprouting Phytohydra with Blasting Station, which sprouts another copy of itself and untaps the Station. Now sacrifice the original to ping the new copy. This will give you another copy and untap the Station. This is a loop, and each time through it you gain two life. If you have Fecundity in play, you can draw your entire deck as well.” With all of this life, I decided to play a single copy of Storm Herd. It's pretty good on its own (you can reasonably cast it with all the mana from Sakura-Tribe Elder, Krosan Verge, and Selesnya Sanctuary), and it will often be an instant win if you have Blasting Station on the table. As with all infinite life combos, this one is a little cumbersome to pull off on Magic Online, but gaining twenty life is often enough.

The rest of the deck is full of tutors for most of the major combo pieces and ways to slow your opponent down. You can fetch either of the Phytohydras with Eladamri's Call, and all of the enchantments can be found (or protected) by Sterling Grove. Faith's Fetters and Ghostly Prison combine with Guilty Conscience to help keep you alive until you can get one of your combos online.

I'm certainly not immune from bombos, those sad little combos that don't actually work. The less said about my Quicken / Sins of the Past deck, the better. I was very excited about putting a Druid's Call on my Guilty Conscience'd Phytohydra (Squirrel factory!), but unfortunately this doesn't work since Druid's Call requires damage to be dealt and Phytohydra replaces damage dealt to it with the production of +1/+1 counters. Frown. The same went for Rite of Passage. Both of those enchantments can do interesting things with Sprouting Phytohydra and Blasting Station, but in the end they just weren't worth it, and besides, I ran out of room. Other enchantments worth considering are Privileged Position, Armadillo Cloak, and Pollenbright Wings.

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by Chris Millar @ www.wizards.com

INFINITE: Sprouting Phytohydra - Proper Burial / Blasting Station

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