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2 Bloodshot Cyclops
4 Cinder Wall
2 Samurai of the Pale Curtain
3 Kami of Ancient Law
4 Spikeshot Goblin
4 Wall of Blood
2 Darksteel Ingot
2 Grab the Reins
4 Hold the Line
4 Incite War
4 Ragged Veins
1 Surestrike Trident

8 Plains
2 Swamp
6 Mountain
3 Forbidden Orchard
3 Mirrodin's Core
2 Urborg Volcano

Waiting in Line.

Description of deck by its author (quoted):
I put a deck together based around Hold the Line. Besides Ragged Veins, it had other ways to take advantage of a +7/+7 boost. Spikeshot Goblin could go to the dome with that kind of muscle. So could Bloodshot Cyclops, Surestrike Trident, and Grab the Reins. I wanted ways to turn my pump into your pain. I populated the deck with cheap, small blockers—blockers that should keep me alive, but that my opponent shouldn't be afraid to attack into. Wall of Blood goes well with both Ragged Veins and Grab the Reins (any card that ends in “–eins,” really) to create a Hatred-type effect. I included Incite War to make sure my opponent would attack, and (my masterstroke) I included Forbidden Orchard to make sure my opponent would have creatures to attack me with. And then, when the deck was complete, I lost all my games.

Why? It's a fragile combo. It has lots of redundant parts, but it fails without at least two blockers, Hold the Line, a damage-channeling card, and a cooperative opponent. Add to that a very shaky mana base. But the real problem was that no one attacked me! I played deck after deck after deck of Zuberas, Shrines, and Devouring Greed. It's the new Affinity: It's the fast, ubiquitous, strong block deck that's very robust and made of nearly all commons… but unlike Affinity, this deck doesn't beat your face in in three turns. It sits behind Zuberas, starts pinging away with Honden of Infinite Rage, and finishes with Devouring Greed. When you're amassing a Zubera army, you don't much feel like sending one hurtling into a Wall of Blood (which is very suspicious on its own). I was frequently in the weird position where if my opponent attacked me (and had no disruption), I'd win the game—but if he didn't attack, I was helpless. And they somehow all knew it. I never got the mana right to induce an attack, play Hold the Line, and funnel the damage. Still, I like the deck, so I'll post it. I'll leave it to you, O Internettians, to fix it.

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by Mark Gottlieb @ www.magicthegathering.com

COMBO: Hold the Line - Ragged Veins

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