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Lands:
24 Mountain

Creatures:
4 Crimson Kobolds
4 Crookshank Kobolds
4 Kobolds Of Kher Keep

Other Spells:
4 Cloudstone Curio
4 Genesis Chamber
4 Scroll Rack
4 Kyren Negotiations
3 Mages' Contest
4 Gamble
1 Dragon's Claw

KoboldStone.

Description of deck by its author (quoted):
There are other ways to abuse the Curio of course. You could use, say, a zero casting cost creature from Legends. Actually, there were three of them printed. You could use the Kobolds.

By playing a Kobold for zero mana, you could return any creatures of yours to your hand. Why would you want to do this? Well, you could return another Kobold. After all, you can play with twelve in your deck, so having two at the same time is no great feat. Return the Kobold, and then play it for no mana, returning the first Kobold. Repeat this loop ad nauseam and you can play and bounce creatures repeatedly.

Why is this powerful? Well, let's just say that there are several interactions this can cause. Would you like to see a few?

Genesis Chamber: What's better than making a horde of creatures with your Kobold engine? As long as you play Kobolds, you can keep making as many creatures as you desire. You can go ahead and swing right now with haste effects like Anger, Fervor, or Concordant Crossroads. Alternatively, you can just wait and attack every player in one big swing the following turn, hitting all of the players for thousands of damage each. You can also use the untapping Blasting Station to kill with direct damage in case something like Reverence prevents you from attacking.

Special Rules Note: You can make any number of Myrs with just one Kobold, you don't need a second. The Myr coming to play will trigger the Curio and bounce back the daddy Kobold that made it.

Kyren Negotiations: Tap a Kobold to deal a damage. Then bounce it by playing a Kobold. Tap the newly played Kobold for a damage, then repeat.

Here we have just one version of the Curio / Kobold engine that you could build. In this version, I chose to have a Genesis Chamber and Negotiations in order to have two winning conditions.

Since we have twelve Kobolds, I didn't feel the need to have tutors specifically for them. With four each of the Negotiations and Chambers, I didn't feel the need to have tutors for them either. On the other hand, with just four Curios, I wanted a way to get them quickly.

Gambles and Scroll Racks both can find the desired combo pieces, and both require you to keep a bigger hand for best effect, so don't play extra lands or Kobolds unless you need to.

I find it ironic that I use Mages' Contest from the previous Silly Card Tricks article to help protect a card combo here.

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by Abe Sargent @ www.starcitygames.com

INFINITE: Cloudstone Curio - Kobolds [creatures] - Kyren Negotiations [damage]

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