"ProsBloom", April - May '97


The so called "ProsBloom" deck hit the scene in April of '97, making a big splash at the Paris ProTour. This deck, invented by Mike Long, carried Mike to the Championship round, where he defeated Mark Justice (playing a fast B/R deck, also created by M. Long!). The deck design is elegant, and devious. It relies on a combination of cards (Bloom, Squandered Resources, Natural Balance, Prosperity), to set up a virtual perpetual card/mana engine, that eventually ends with a huge Drain Life. The Engine, of course, is vulnerable to counter magic (as all combo decks are), but the extreme speed with which the "lock" can be set up will leave many opponents hapless.

Outline of the Standard ProsBloom deck (MI/VI), Apr '97 (PT Paris):
ProsBloom Deck - MI/VI, PT Paris '97 (Outline)
4 Cadaverous Bloom
4 Squandered Resources

4 Natural Balance
2 Elven Cache
4 Impulse
4 Prosperity
3 Memory Lapse
1 Power Sink
4 Vampiric Tutor
3 Infernal Contract
2 Drain Life
4 Undiscoverd Paradise
6 Island
8 Forest
8 Swamp
Sideboard:
3 Wall of Roots
3 City of Solitude
4 Emerald Charm
Sideboard (cont):


This deck is so powerful in the MI/VI environment because it:
1. Gets unlimited mana (Squandered, N Balance, Bloom)
2. Gets unlimited cards (Prosperity, Impulse, Infernal)

It gets mana to draw cards so it can get mana to draw cards to get mana to draw cards to get mana to draw cards to get mana to draw cards.... It is a neverending cycle, ending with the death of the opponent. It's focus on the two most important resources in the game (mana available and cards in hand) plus the cards which enable a positive growth by passing between mana and cards several times is the strength of the deck.

It ignores any threat posed by the opponent that does not directly disrupt the strategy. In order to beat P-B, you must throw a monkey wrench in it's strategy. Either stop the growth of cards in hand or stop the growth of mana available. This means an obvious counter-strategy is discard and counter, since almost all of the cards are high CC Scorceries and Enchantments (thus immune to DD and most other defensive cards). A fast Elkin Lair would be a major problem, as is an Ankh of Mishra, or Kismet. Because of City of Solitude (excellent defense disruptor card) counterspells and Disenchants are rendered impotent when they are necessary. Library of Leng is excellent vs discard in P-B, since both abilities are useful. In Type I/1.5, a Presence of the Master will end the P-B deck's attempts. Null Chamber can do this in Type II. Forsaken Wastes works like a focused Armageddon Clock. P-B dies fast to a B/R burn deck (especially if it has Fireblast). Hall of Gemstone can almost completely kill P-B, since it is so difficult to drop the Bloom and Prosperity on the same turn. You cannot get 3 colors of mana anymore. Wall of Roots helps, but not much.

The weaknesess of the deck are: the reliance on a combination of cards (hence the Tutors and Impulse), reliance on 2-3 cards to win (Drain), reliance on an opponent's inablity to impede your progress to victory, causing the opponent to draw almost their entire deck, general inability to disrupt the opponent's offensive strategy (CoS only stops defensive strategy, although WoRoots & A Denial are in some vairants), being a 3 color deck (B/G/u) yet still needing to maintain over half lands as basic lands. Likely more. Biggest difficulty lies in MIVI, where this deck almost runs rampant.

If one deck type is consistently defeating every deck you play you need to rethink your entire game strategy, because all your deck strategies just became obselete. Like taking a Clone/Doppelganger/Moti deck to a Type I tournament, you've lost sight of the abilities of other cards and other strategies. Don;t get me wrong. This is a good deck. But it should still die after sideboarding. Win game 1, lose 2 & 3. A lot like LD and DD.


Date: Mon, 21 Apr 1997 10:51:12 +0100
From: Paul Barclay pb207@HERMES.CAM.AC.UK
Subject: Pro Tour Paris - The Final Match

This match report is taken from my transcripts of the video feeds from the Final match (Mark Justice vs Michael Long) at Pro Tour Paris. The final result was Mark Justice 2, Michael Long 3. I can't guarantee that all this is 100% correct - it's pretty hard get all the information about a match accurate. Notation: J1 means "Mark Justice's first turn", L3 means "Michael Long's Third turn". Life totals are given 20/15 where Mark Justice's life total is first, and Michael Long's is second.

Duel 1:
Mark Justice wins the die roll and opts to play first (surprise:-)

J1: Plays Rocky Tar Pit
L1: Plays Swamp
J2: Plays Mountain. Sacrifices Rocky Tar Pit to get a Swamp. Casts a Black Guildmage.
L2: Plays Island
J3: Plays a Mountain. Casts Coercion, forcing Long to discard a Cadaverous Bloom. Attacks with Guildmage 20/19
L3: Plays an Undiscovered Paradise
J4: Casts Stupor, randomly discarding a Cadaverous Bloom, and Long chooses to discard an Island. Attacks with Guildmage 20/18
L4: Plays a second Undiscovered Paradise
J5: Plays a Mountain. Casts Coercion, forcing Long to discard a Prosperity. Attacks with Guildmage 20/17
L5: Does nothing
J6: Casts Talarum Minotaur. Long Memory Lapses it. Attacks with Guildmage 20/16
L6: Does nothing
J7: Casts Talarum Minotaur again. Long Power Sinks it. Attacks with Guildmage 20/15
L7: Does Nothing
J8: Casts Necromancy on the Minotaur. Attacks with the Minotaur and the Guildmage 20/11. Long remarks "I shouldn't have made that deck" Long casts Vampiric Tutor to put a Squandered Resources on top of his deck. 20/9
L8: Casts Squandered Resources. Casts Natural Balance, sacrificing all the land for mana (Long gets 2 Forests, 1 Island and 2 Swamps, Justice gets a single Mountain). Casts Infernal Contract 20/4 (drawing Infernal Contract, Vampiric Tutor, Impulse and an Island). Casts Impulse, taking a Cadaverous Bloom. Casts Cadaverous Bloom. Casts Vampiric Tutor (Prosperity), Justice responds with an Incinerate 20/-2. Casts Infernal Contract 20/-2, drawing Prosperity and 3 cards. Casts Prosperity for 6. Casts Infernal Contract 20/-2. Long doesn't draw another card drawer, or his Drain Life, and so concedes the first game to Justice.
Mark Justice 1, Michael Long 0

Duel 2:
Long decides to go first

L1: Plays Bad River
J1: Plays Swamp
L2: Plays Forest, sacrifices Bad River for a Swamp, casts Squandered Resources
J2: Plays Mountain
L3: Plays Bad River. Justice casts Incinerate 20/17
J3: Plays Swamp. Casts Coercion, forcing Long to discard a Prosperity
L4: Sacrifices Bad River for an Island during his upkeep, plays Island
J4: Plays Mountain, Casts and attacks with Viashino Sandstalker 20/15
L5: Plays Forest
J5: Casts and attacks with Viashino Sandstalker 20/11. Plays a Swamp. Casts Fallen Askari.
L6: Long draws a Prosperity. Casts Cadaverous Bloom. Casts Infernal Contract. 20/5 Mark Justice concedes, a _very_ unwise move.
Mark Justice 1, Michael Long 1

Duel 3: Mark Justice chooses to play first.

J1: Plays Rocky Tar Pit
L1: Plays Forest
J2: Sacrifices Rocky Tar Pit for a Mountain. Plays a Swamp. Casts Fallen Askari.
L2: Plays Undiscovered Paradise
J3: Plays Mountain. Casts Stupor, randomly getting a Vampiric Tutor, and Long chooses to discard an Island. Attacks with Fallen Askari 20/18
L3: Plays Undiscovered Paradise
J4: Plays Mountain. Casts Coercion, forcing Long to discard a Vampiric Tutor (other choices were Cadaverous Bloom, Prosperity and Natural Balance). Attacks with the Askari 20/16
L4: Plays Forest
J5: Casts Talarum Minotaur, attacks with Minotaur and Askari 20/10. Plays Undiscovered Paradise. Casts a Black Guildmage.
L5: Casts Prosperity for 2. Plays Bad River.
J6: Plays a Mountain. Casts Coercion, forcing Long to discard a Cadaverous Bloom. Attacks with all 3 creatures 20/5
L6: Undiscovered PAradise returns to Long's hand. Sacrifices Bad River for a Swamp. Plays Undiscovered Paradise, casts Impulse. Michael Long doesn't get the cards he needs, and so concedes the game.
Mark Justice 2, Michael Long 1

Duel 4 Michael Long chooses to play first.

L1: Plays Island
J1: Plays Mountain
L2: Plays Undiscovered Paradise. Casts Wall of Roots
J2: Plays a Swamp
L3: Paradise returns to Long's hand. Plays a Swamp.
J3: Plays a Swamp. Casts Coercion, forcing Long to discard the Undiscovered Paradise (the only land in his hand). Long then casts Impulse to get a Squandered resources (the Impulse showed no more land)
L4: Casts Squandered Resources, using 1 counter from the Wall of Roots (now a 0/4).
J4: Plays Mountain. Casts Stupor, Long discards 2 Infernal contracts (all he held). Casts Black Guildmage.
L5: Plays Bad River.
J5: Casts and attacks with Viashino Sandstalker, Long does not block 20/16. Plays Rocky Tar Pit. Long casts Impulse, getting a Natural Balance
L6: Sacrifices Bad River for a Swamp.
J6: Plays Mountain, Sacrifices Rocy Tar Pit for a Mountain. Casts and attacks with Viashino Sandstalker, Long does not block 20/12
L7: Long has in play: Island; 2x Swamp; Wall of Roots; Squandered Resources. Justice has 4 Mountains, 2 Swamps and a Guildmage. Casts Prosperity for 4, using another counter from the Wall of Roots. Plays a Forest. Casts Natural Balance, sacrificing all 3 land [no mana in pool], Justice responds by sacrificing 4 mountains for 2 Fireblasts 20/4 (Long gets 2 Islands, 2 Forests and a Swamp, Justice gets 3 mountains). Casts Cadaverous Bloom. Casts Prosperity for 7. Casts Infernal Contract, Justice responds with a Fireblast (20/-2). Casts Prosperity for 15. Casts Prosperity for 9. Casts a huge Drain Life (at
Least 30 points of damage).
Mark Justice 2, Michael Long 2

Duel 5: Mark Justice chooses to play first. His opening hand contains a Fireblast and 6 land. He does not choose to use the Pro Tour Mulligan rule, much to the surprise of the commentory box. Michael Long draws the only Drain Life in his deck in his opening hand. If Mark Justice can use a discard spell to force it out of Long's hand, the best that Long can do is get a draw, as both of his Elven Caches have been sideboarded out (as verified by Bethmo).

J1: Plays Rocky Tar Pit
L1: Plays Swamp
J2: Plays Mountain, Sacrifices Rocy Tar Pit for Mountain.
L2: Plays Island
J3: Plays Swamp
L3: Plays Forest, casts Squandered Resources
J4: Casts Stupor, forcing Long to discard 2 Islands.
L4: Does nothing
J5: Does nothing
L5: Does nothing
J6: Plays Mountain
L6: Plays Undiscovered Paradise
J7: Casts Incinerate 20/17
L7: Plays Island
J8: Draws a Coercion. The auditorium with the TV feed erupts in noise. Casts Coercion. The choice for Justice is between a Cadaverous Bloom and the Drain Life (the other important cards in Long's hand were 3 Natural Balances and two Vampiric Tutors (we think - it was virtually impossible for us to see Long's hand during the fifth duel). Justice chooses to force Long to discard the Cadaverous Bloom. The hall erupts in even more noise, mainly because of the fact that the commentary team have mentioned the fact that if Justice chose the Drain life, Long could not with the duel. Long casts Vampiric Tutor to put Prosperity on top of his deck. 20/15
L8: Casts Natural Balance 3 times, using the Squandered Resources each time. Casts Prosperity for 13. Casts Cadaverous Bloom. Casts a 44 point Drain Life on Justice. -24/35
Mark Justice 2, Michael Long 3

Michael Long wins Pro Tour Paris. But, did Mark Justice actually make a mistake in the fifth game? Both players knew _exactly_ what was in each other's decks (Long had actually built both decks). Mark knew that there were 2 Elven Caches availible to Michael Long, so the decision was not clear cut. Had Mark used the opportunity at the end of the fourth game to look through Michael Long's graveyard and "Removed from the game" pile, he would have seen that there were no Elven Caches left in his deck (Mike drew his entire deck in the fourth game). If he had (and used) this information, he would have removed the Drain Life from Mike Long's hand.

Anyway, the final was about as boring as finals get, with one player doing a Goldfish test of his deck, and the other doing nothing for 7 turns and then killing him on the eighth. Incredibly riveting stuff.

-Paul Barclay.

Since the "ProsBloom" deck won a PT, and since the implementation in TII is easily made, this TII version is now currently being tested and fielded, with good results. (Indeed, before the rotation of Chronicles out of the TII card pool, there were many ProsBloom decks that were being fielded with Stormseeker as it"kill" card.)

Type II - 30 May '97:
ProsBloom Deck - TII, May '97
4 Cadaverous Bloom
4 Squandered Resources

4 Natural Balance

2 Impulse
2 Mystical Tutor
4 Vampiric Tutor
2 Lim-dul's Vault
4 Arcane Denial

4 Prosperity

3 City of Solitude
3 Drain Life
4 Undiscoverd Paradise
4 Island
8 Forest
8 Swamp
Sideboard:
3 Crumble
3 Emerald Charm
3 Shield Sphere
Sideboard (cont):
3 Hydroblast
3 Loadstone Bauble


Magic 401 : The Anatomy of the Prosperous Bloom Deck
by Rick Laig (druid@cnl.net) - 20 May '97

I. History

The Prosperous Bloom Deck (PBD) came about as a result of the synergies between cards from the Mirage stand-alone set and its Visions expansion. Early versions were seen net-wide, but the more polished versions only came to light during Pro Tour Paris (Mirage-Visions constructed deck format), played by several players, with the Germans and Americans being most successful (American Michael Long won PT Paris with a PBD). Considered by many to be innovative and powerful, it is also pointed out that it is rather fragile and may not be as effective in the Standard (Type 2) tournament environment.

II. Composition

The PBD relies on the combination of Squandered Resources (MI) and Natural Balance (MI) for an early mana surge, usually to cast Cadaverous Bloom (MI) which in turn generates even more mana, to cast large Prosperities (VI). The cards gained from the Prosperity are then sacrificed to the Cadaverous Bloom to generate a game-ending Drain Life (MI/5E). Support cards inlude Infernal Contract (MI) (allowing the PBD player to draw cards in exchange for life), Impulse (VI) (helps find key cards), Vampiric Tutor (VI) (ditto) and City of Solitude (MI) (which ensures that the cycle is not interrupted; considered as a key card by many).

A typical deck might look like this:
ProsBloom Deck - MI/VI, May '97 (Outline)
4 Cadaverous Bloom
4 Squandered Resources

4 Natural Balance
3 City of Solitude
4 Impulse
4 Prosperity

1 Emerald Charm
4 Vampiric Tutor
4 Infernal Contract
2 Drain Life
4 Undiscoverd Paradise
4 Island
9 Forest
9 Swamp
Sideboard:
4 Coercion
3 City of Solitude
4 Emerald Charm
Sideboard (cont):
3 Elephant Grass
2 Elven Caches

III. Gameplay

The PBD is an oddity in the Standard environment in that it is capable of winning within the fist six turns fo a duel, consistently. Indeed, if it takes longer, it usually finds itself on the brink of death. Many PBD players have tales of coming back from large life deficits to win games, often depending on the Drain Life to bring them back from a negative life total while doing in their opponent. The quintessential "Goldfish" deck, the pure PBD initially has no real defense outside of its Cities of Solitude, relying on its uncannily quick "critical mass" to win games. Though this may be difficult against ultra-efficient decks (Sligh, Crusader White Weenie) and heavy permission decks (anything with upwards of 16 countermagic spells), the PBD is still such a novelty that it is worth trying it, particularly in a tournament environment.

An ideal duel beginning (PBD plays):

T1 - Swamp
T2 - Forest, Squandered Resources
T3 - (tap, sac both lands to SR) Natural Balance (for Swamp x 2, Forest x 2, Island) (tap all lands) Cadaverous Bloom (sac all lands to SR, sac 3 cards to CB), Prosperity for 10 (sac 2 cards to CB for 4B), Vampiric Tutor for Prosperity, Infernal Contract, play an Island, Prosperity for 16, (assuming Drain Life is drawn) (sac 15 cards to CB) Drain Life for 28.

IV. Variants

There are few true "variants" for the PBD, owing to the fact that its "main engine" needs to be intact for it to maintain its speed and whatever reliability it has. Some PBDs, though, use Walls of Roots or River Boas to serve as blockers early on. Others use Mystical Tutors vice the Impulses (not the best substitution), and occasionally Elven Caches or Coercions are found in the PBD main deck (the latter two cards are popular sideboard cards). Still, the "pure" form of the PBD seems to be the most effective.

A glance at the PBD in Standard play shows that few changes can be made, and it's probably best to leave most of it alone. Cities of Brass are definite additions, but aside from that, no card from 5th Edition or Alliances truly strengthens the PBD. (Some have tried using Arcane Denial, but the problem of the PBD in managing its limited blue mana intensifies with AD in the deck.)

V. Sideboard

As mentioned, popular sideboard cards are Coercion (for use against permission decks) and Elven Cache (to retrieve countered or discarded card from the graveyard). Elephant Grass is used to buy time against black weenie decks, and it also works relatively well against other creature-heavy speed decks. Emerald Charm removes enchantments that are deadly to the PBD, including Null Chamber and Forsaken Wastes. The cards that are taken out of the main deck most often are the Impulses and the lone Emerald Charm. If the opponent has no visible method of disruption, perhaps some of the Cities of Solitude may be sided out.

VI. How to beat it

"Fragile" has been used to describe the PBD, and despite its elegant, speedy system, fragile it is. The PBD relies on its ability to draw cards - take that away from it and it will lose. In particular, preventing the Prosperity from going off is critical, and the most common way to do this is via countermagic (the various blue counters, Pyroblast). Lacking those cards, disruption of the PBD's mana engine is also effective. White must rely on Disenchant or Arenson's Aura, Black on Dystopia, and Green on Tranquil Domain, Tranquility or Emerald Charm to remove Squandered Resources and Cadaverous Bloom from play. Perhaps the most dangerous gambit is to stop the killing Drain Life. Shadowbane, Honorable Passage, CoP Black, Reverse Damage and Reflect Damage are some of the ways to do this, but it is almost certain that the PBD player will have a City of Solitude in play by then, rendering those cards useless. An alternative to disruption would be to use black's discard spells (Coercion, Stupor, Funeral Charm, Abyssal Specter) to reduce the PBD player's hand and place his key cards in the graveyard. Finally, the most direct approach to this matter would be to defeat the PBD before it defeats you. Chancy, yes, but impossible, definitely not.

VII. Conclusion

The Prosperous Bloom Deck is one of the more interesting and powerful decks to emerge from the Mirage/Visions sets. From the way the design is sweeping the world, we should not be surprised to see it at the various Regional and National Championships that will be held around the globe. If you are not inclined to play this deck, then at least be prepared to play against it. Good luck!

-Rick Laig (The Steel Dragon), druid@cnl.net or steeldragon@geocities.com
//www.geocities.com/timessquare/7077/



 The Magic Dojo© 1997-1998 Frank Kusumoto. Please report bugs or problems to webmaster@classicdojo.org.