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4 Skirk Prospector
4 Slith Firewalker
4 War Elemental
2 Blaze
4 Chain of Plasma
2 Chrome Mox
4 Pyrite Spellbomb
4 Seething Song
2 Seismic Assault
4 Shock
3 Sulfuric Vortex
2 Volcanic Hammer

21 Mountain
War -- What is it good for?

Description of deck by its author (quoted):
On to Elemental #2, War Elemental. I have to admit that I like the fanciful notion of naming Elementals out of intangible qualities. And the mechanic of the card captures the flavor very well. But it also makes it hard to use effectively. First you have to zotz your opponent, then bring out Warren (better nickname than Warry, no?), then zotz your opponent some more to prevent your War Elemental from being an easily picked-on 1/1 weakling. You want a World War II Elemental, not a Grenada Elemental. (See, Grenada is a small Caribbean island nation that was allied with Cuba when the US invaded it in late 1983 as one of the skirmishes of the Cold War . . . wait, what am I, a history lesson? Look it up yourself.)

War Elemental has a neat little loophole. Play it without having done anything else that turn and its "sacrifice me!" ability triggers. While that's on the stack, do some instant-speed damage to your opponent. The damage will satisfy the first ability so it sticks around, and it will trigger the second ability so it gets some +1/+1 counters. It's even better if that damage costs no mana that turn, so you can get Warren out—and beef it up—on turn 3. That's why War Elemental's best friend in the whole world is Seal of Fire. Mogg Fanatic is good too.

In the current Standard environment, we don't have anything like the Seal that costs less than 3 mana. But we have something else that interacts just as well: crazy red mana acceleration! Turn 1, Mountain, Chrome Mox or Skirk Prospector. Turn 2, Mountain, get a red mana out of the Mox or Goblin, play Seething Song, use to drop War Elemental, let its ability trigger, then use the remaining to toss Chain of Plasma at your opponent's head. It's turn 2, you've dealt 3 damage to your opponent, and you have a 4/4 creature in play. Thanks to timing intricacies, Chain of Plasma can't ricochet over to the Elemental before it gets its three +1/+1 counters from the initial Chain blast. If War Elemental hits your opponent the following turn, it doubles in size to an 8/8 creature on turn 3. Look out, because War escalates quickly.

How often will you get an insane draw like that? How often will your opponent not have a Terror at the ready? Does the deck roll over without an early War Elemental? Yes, five, and the Toronto Blue Jays. This deck is about potential. Potential for pain. Sulfuric Vortex—hey, sulfur! an element!—stings even more than normal with a War Elemental out. Slith Firewalker pumps both itself and Warren when it hits. Seismic Assault provides a nice outlet for Mountains #4, 5, and 6. War is hell.

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skirk_prospector.jpg (17297 bytes) Slith_Firewalker.jpg (44133 bytes) War_Elemental.jpg (49574 bytes) chain_of_plasma.jpg (18773 bytes) Seething_Song.jpg (42129 bytes) seismic_assault.jpg (20701 bytes) sulfuric_vortex.jpg (18787 bytes) volcanic_hammer.jpg (22066 bytes)

by Mark Gottlieb @ www.magicthegathering.com

S.C.S.: War Elemental

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