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Lands:
10 Island
10 Mountain
4 Forbidden Orchard

Creatures:
4 Hunted Phantasm
4 Varchild's War-riders

Other Spells:
4 Caltrops
4 Dingus Staff
4 Counterspell
4 Fire / Ice
4 Mana Leak
4 Arc Lightning
4 Pyroclasm

Sticks and Survivors.

Description of deck by it's author (quoted):
This deck uses Dingus Staff to punish a player for having dying creatures. It will also punish you, so the deck runs just eight guys. How do you ensure that your opponent will have creatures die? Give away very fragile 1/1 token creatures, from Varchild’s War-Riders, Hunted Phantasm, and Forbidden Orchard.

Once you have given away some tokens, drop a Caltrops and they’ll not advance toward you. Then your unblockable Phantasm or rampage trample War-Riders will get through. Your opponent can never block and kill the War-Riders with just the tokens you give away. No matter how many tokens jump in front, the War-Riders will always trample for two damage and kill all of the blockers. . In fact, the War-Riders are easily the best use of rampage in all of Magicdom. They would have bee a marvelous time shift in Time Spiral.

It is such a cleverly designed card that a lot of players have used the War-Riders in their decks over time. Combined with removal effects like Tremor, the two-drop 3/4 creature is immune to Lightning Bolt kill. Its trample defeats blockers from Drudge Skeletons to Beloved Chaplain, and it’s so cheap you don’t care if you lose them to removal. I’m confident that I am not the first player to attach the War-Riders and Dingus Staff. Where I am giving you something different is the addition of Blue to the deck, with Hunted Phantasm. It will swing right past the five 1/1s you give your opponent, and like the War-Riders, the Phantasm is a 4/6 unblockable for a really cheap cost at three mana.

I made sure the deck had some removal, and its removal is helpful because it can also take down multiple tokens when needed. Sure, Fire/Ice is a good removal spell normally, but in this deck, it’s downright essential. The same is true of cards like Pyroclasm and Arc Lightning. You don’t want a Disenchant to your Caltrops to turn a defensive army that can’t block into an offensive army that will kill you. Pyroclasm is good in normal decks as great early removal. In this deck, it’s even better. With a Dingus Staff out, Pyroclasm can end the lives of players as well as small creatures, while keeping your creatures safe.

Because of the fear I have that this deck would be defeated by countermagic or removal, I tossed in eight counters. Don’t counter a card unless it prevents you from winning. You only have eight, and you don’t want to use them recklessly. I would have liked to have slid in a little card drawing, but I ran out of room. If you can squeeze it in, put a little Blue card drawing in your deck. Note that although you own the survivor, goblin and spirit tokens, your opponent controls them, thus the Staff triggers for them and they lose life.

If you really want to hose your opponent, try finding room for Mogg Infestation. It will kill all of one player’s creatures (triggering Dingus Staff) and then give that player double their creature count in 1/1 goblin tokens, which can fall to your Pyroclasm for serious damage. Someone with five creatures out would take thirty damage from a Mogg Infestation followed by a Pyroclasm. This version of the deck cold really hurt lifers.

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by Abe Sargent @ www.starcitygames.com

COMBO: Dingus Staff / Caltrops - Hunted Phantasm / Varchild's War-riders

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