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