Subject: Rocky and Bullwinkle Remix (control) Date: Wed, 22 Jul 1998 12:54:56 -0700 From: Claude Mona To: fkusumot@ix.netcom.com Hello Frank. Still experimenting with Moose and Squirrel as an answer to the plethora of creature based decks lurking out there. I've incorporated a couple of new themes to try and minimize threats to the lock. I'm still undecided about the Dungeon, but Zur's has come through a couple of times for me....Still, there is something unsatisfying in denying someone all cards drawn. I prefer to kill with a swarm of moose and squirrel. Moose and Squirrel in the Dungeon of Humility BLACK Necropotence x 3 Volrath's Dungeon x 2 Lab Rats x 1 (6)--(6) BLUE Zur's Weirding x 2 Counterspell x 4 Dissipate x 3 Impulse x 3 (12)--(18) WHITE Humility x 3 Orrim's Prayer x 3 Convalesence x 4 Wrath of Dog x 3 Gerrard's Wisdom x 3 Disenchant x 3 Caribou Range x 1 (20)--(38) LAND Reflecting Pool x 3 Adkar Waste x 3 Underground River x 3 Plains x 4 Island x 5 Bad River x 1 Swamp x 4 Flood Plain x 1 (24)--(62) SB Energy Flux x 2 Wrath x 1 COP R x 2 Disrupt x 3 Mangara's Blessing x 1 Aura of Silence x 2 Buyback anti-enchantment x 1 Hydroblast x 3 ********* The deck plays like any other control type. Get Humility out fast against creatures, and then lock with the Prayer. Only things you really need to counter are the anti-enchantment spells. Everything else can be dealt with at your leisure. Well, strong discard sux as well, so I suppose you should look out for that too. That's the purpose for the disrupts. No 1st turn Supors!...No 3rd turn ones either. Ideally, you would implement the game winning situation in the following manner. You have played at least two Convalesence. Having neutralized creature based threats with Hum-Prayer, and having cover in hand: 1)Play Necro 2)Play Volrath's Dungeon and make him empty his hand 3)Play Zur's Weirding, and see each card he draws from there on out. Deny anything evil for free with the convalesence. No need to worry about creatures. The only things to deny are burn spells that do more than two damage, or something that will disrupt the lock. Then, depending on your mood you can a) Sit and wait until he decks himself b) Necro to find a token generator, and go to work. Anyway. I know that it isn't at full potential just yet, but I just wanted to throw it out there for perusal. It tends to wreck creature heavy decks, and it does OK against the Bridge-Burn thing, but it does have some problems with the Sonic Burst-Fireblast style of deck. Its a little too fast to get ahead of, unless you get lucky with early Gerrard's. Claude