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Lands:
12 Swamp
1 Maze of Ith
9 Mountain

Creatures:
4 Wall of Souls
4 Maggot Carrier

Other Spells:
1 Ensnaring Bridge
4 Terminate
4 Vicious Hunger
4 Flame Rift
4 Sizzle
4 Acidic Soil
4 Copper Tablet
3 Syphon Soul
1 Subversion
1 Zuran Orb

Multiplayer PO.

Description of deck by its author (quoted):
On the surface, this deck should suck, but I underestimated the power of cheap casting cost spells (there is only one card in the deck that costs more than 3 mana), and doing 3-4 points per turn ends the games pretty quickly. The mana base may need adjustment - I've found myself mana screwed for red lately, but I was originally worried about the casting cost of the BB spells...

Wall of Souls - With a deck that deals damage like this, opponents tend to be very anxious to attack me - the longer the game goes on, the better my chances of winning. The Walls have proven to be an exceptional stalling method, since nobody wants to take any more additional damage.

Maggot Carrier - Early damage (and every point counts), they also act as early mini-beats if an opponent is slow to bring creatures on board, and as chump blockers once players realize they have to get rid of you...

Maze of Ith and Ensnaring Bridge - Both of these cards prevent me from losing large amounts of damage to the fatties that eventually hit the board, and Ensnaring Bridge has the added advantage of drawing disenchant effects away from the ZOrb.

Terminate - Lays waste to everything but pro-creatures. An absolute must-have when fatties start rolling my way.

Vicious Hunger - I considered these slots the weakest in the deck while initially building it, but they've proven very effective. The damage done by this deck generally hits everybody on the board, and the life gain from Hunger, combined with its creature removal capabilities, has proven to be worth it's weight in gold in this slot. I considered dumping them for Browbeats, but the damned Hungers end up saving my hide far too often to justify their removal (I may still experiment).

Flame Rift, Sizzle, Copper Tablet, Syphon Soul - Nothing like painting a big target on your butt... These are the main early-mid game spells that put your opponents in position for the coup de grace :

Acidic Soul - The end. By this time, most people are well below ten in life, and have been laying a land every turn (most generally have at least 5 out). It doesn't matter to me in these particular games if I die, as long as I take everybody with me, but I'm usually lucky enough to draw into the Zuran Orb a turn or two before playing the Acidic Soils...

Subversion - Certainly a questionable slot. This was put in here for those games where I'm not drawing the requisite spells, and the game is drawing out too long, with too many opponents still posing a threat. I'd rip it out for a second Zuran Orb, but I don't want to draw a second Orb ever, whereas more damage coupled with life gain is almost always welcome.

Direct damage rarely phases this deck due to the life gain. Weenie hordes aren't generally fast enough. The sheer repetitiveness of the damage spells means less susceptibility to counter magic. Fatties are slowed by the Walls, Maze, Bridge, and Terminates.

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by Mouth for War @ TheManaDrain forums

GROUP: Flame Rift / Copper Tablet / Syphon Soul / Acidic Soil

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