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4 Hapless Researcher
4 Thought Courier
2 Ovinomancer
2 Hell's Caretaker
1 Wonder
4 Magus of the Jar
1 Magus of the Mirror
1 Cabal Patriarch
3 Hoverguard Sweepers
4 Chainer's Edict
3 Crippling Fatigue
4 Think Twice
4 Dawn of the Dead

11 Island
10 Swamp
1 Miren, the Moaning Well
1 Riptide Laboratory

Shear Genius.

Description of deck by it's author (quoted):
The blue Magus didn't really excite me at first. I couldn't think of any exciting uses for it, any particularly spicy combos. Then it hit me like a ton of zombified bricks: Dawn of the Dead! I immediately put in my DVD copy of the George Romero classic. And then it hit me: Dawn of the Dead is also a Magic card, and it works wonderfully with Magus of the Jar! Thanks, Football Zombie!

Dawn of the Dead is like a free Corpse Dance every turn. That's the upside. The downside is that you lose one life per turn and the creature that you return to play is removed from the game at the end of the turn. This would normally prevent you from recurring the same creature turn after turn. You can circumvent this in couple ways. You can play with creatures that can be sacrificed (Magus of the Jar, Cabal Patriarch, any creature by way of Miren, the Moaning Well), or you can use creatures that can be returned to your hand (any Wizard by way of Riptide Laboratory). Either way, the creature won't be in play when Dawn of the Dead instructs it to be removed from the game.

The other advantage to Magus of the Jar is that it can fill your graveyard, making Dawn of the Dead even more powerful during the next turn. Hapless Researcher and Thought Courier also help you fill up your graveyard with creatures like Hoverguard Sweepers and Wonder. Chainer's Edict, Crippling Fatigue, and Think Twice don't mind spending some time in the bin.

Most creatures get better when you give them haste, but some get better-er than others. One such card is the “timeshifted” Ovinomancer, who goes from unplayable to darn near amazing when you can use it the turn it comes into play. The sheep-maker has one of the nastiest drawbacks ever conceived. When it comes into play, you have to return three (!) basic (!!) lands (!!!) to your hand, or sacrifice it. That's the price blue has to pay if it wants to destroy creatures. Sorry I killed your Angel. Here's some Sheep. If the Ovinomancer has haste, however, you can use its creature-destroying ability while its comes-into-play ability is stuck on the stack! Your opponent will end up with a Sheep token and you will end up with an Ovinomancer in your hand. Pitch it to Thought Courier and you can make another Sheep the following turn.

Another card that loves haste is Magus of the Mirror. Unfortunately, you can only play its life-total-switching ability during your upkeep. Fortunately, that's precisely when it will come into play with Dawn of the Dead! The same goes for Hell's Caretaker. One nice thing about the Caretaker is that you can reanimate it with Dawn of the Dead, activate its ability (sacrificing itself), and the creature you return will not be subjected to Dawn of the Dead's remove-from-game clause. This can be useful in situations where you need a blocker.

Without a doubt, there are more “broken” things you can do with seven extra cards per turn. There's the Storm combo approach, of course. With all the drawing and discarding you and your opponent will be doing, you might turn to cards like Underworld Dreams and Megrim (Memory Jar's original tag-team partner).

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by Chris Millar @ www.wizards.com

RECURSION: Dawn of the Dead - Magus of the Jar / Hell's Caretaker [TRIBAL - Wizards]

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