Subject: Awakening Dream Date: Thu, 5 Mar 1998 12:45:49 -0500 From: dweiss@systemsoft.com (David Weiss) To: fkusumot@ix.netcom.com Here is possibly the harshest use of the U/G monstrosities from Stronghold. Submitted for your approval: Awakening Dream 4 Capsize 4 Sapphire Medallion 4 Harrow 4 Awakening 4 Endangered Armadon 4 Wall of Blossoms 4 Tradewind Rider 4 Walking Dream 4 Gaea's Blessing land 12 Forests 12 Islands (the mana choices could use modifications) The goal of this deck is Capsize/Awakening lock. Let me tell you this is a lock beyond normal understanding. I have playtested this deck on the IRC and in person. Most games end like this. I have walking dream and armodon, maybe tradewinds and walls. It is regardless. The real killer is when I am capsizing your land at three a turn. What the hell are you gonna do? The real sickness to awakening is that you can tap all your untapped land during the beginning of your upkeep, then untap them all for awakening. Use the mana in your pool for capsize and then draw a card and enter your main phase with all land untapped!!! Permission is tough against this deck but SB handles them: SB 4 Hammerhead shark 4 Spindrift drake 3 Chill 4 hydoblast The only serious threat to this deck is Armageddon, so far. David Weiss Team Your Move Games