  
								
								
                                  Jeff Zandi is a five time pro tour veteran who has been playing
                      Magic since 1994. Jeff is a level two DCI judge and has
                      been judging everything from small local tournaments
                      to pro tour events. Jeff is from Coppell, Texas, a suburb
                      of Dallas, where his upstairs game room has been the
                      "Guildhall", the home of the Texas Guildmages,
                      since the team formed in 1996. One of the original
                      founders of the team, Jeff Zandi is the team's
                      administrator, and is proud to continue the team's
                      tradition of having players in every pro tour from the
                      first event in 1996 to the present. 
					
								
  
								  
						
						
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					The 
					Southwestern 
							Paladin 
							 
							 
							Remembering ProsBloom 
							Pro Tour Paris, Mike Long  
							and Magic’s First Combo Deck 
							by Jeff 
							Zandi 
							April 14, 2006 
							
								
									Decks 
									come and go, but very few designs will stand 
									the test of time. One deck that has is the 
									ProsBloom deck that Mike Long famously built 
									and piloted to a win at Pro Tour Paris in 
									April of 1997. That Pro Tour was the first 
									held outside the United States. ProsBloom 
									became known as the first REAL combo deck in 
									the age of organized tournament play. That 
									special event and that very unique deck are 
									nine years old this week. There has never 
									been a deck like the ProsBloom deck.  
									 
									While I was recently reviewing some of this 
									deck’s key cards, I found myself wanting to 
									read and study more about this amazing deck. 
									Back in the day, I had been a big fan of 
									this deck, and played a Type II version for 
									many months. Reading some old accounts of 
									ProsBloom, Pro Tour Paris 1997, and the man 
									who won that Pro Tour, I was bowled over by 
									this deck all over again.  
									Before I knew it, I was digging through my 
									collection to put this deck together for the 
									first time in almost ten years. This 
									fascination was something that I just 
									couldn’t keep to myself, which is why I 
									wrote this article. 
									 
									ONE WAY TO WIN 
									 
									The ProsBloom deck is a thing of beauty for 
									many reasons. If you are not familiar with 
									this deck, let’s start with the basics. It 
									all starts with an enchantment called 
									Squandered Resources, which lets you 
									sacrifice a land in play for one mana of a 
									type that can be produced by that land. Once 
									you have the ability to sacrifice lands in 
									play for mana, a sorcery called Natural 
									Balance lets you put as many basic lands 
									straight from your library into play 
									untapped to put you to five lands in play. 
									At this point in the exercise, you need 
									another enchantment, called Cadaverous 
									Bloom, to allow you to discard a card from 
									your hand for either two black or two green 
									mana.  
									You use the large amounts of mana generated 
									by these cards to play Prosperity, a blue 
									sorcery that costs one blue and X, where X 
									is the number of cards that you and your 
									opponent each draw. The goal is to draw as 
									many cards as possible. If you draw another 
									Natural Balance, you can put a fresh set of 
									five basic lands into play. If you can 
									combine more mana with more card drawing, 
									you can eventually draw every card in your 
									library. Once you have drawn most or all of 
									your deck, it’s finally time to win. At Pro 
									Tour Paris, Michael Long did this by playing 
									his deck’s ONE win condition, a Drain Life 
									that allows you to deal damage equal to the 
									amount of black mana that you spend casting 
									Drain Life after the initial 1B casting 
									cost. 
									 
									Everything about this deck reminds you of 
									the mercurial personality of its most famous 
									driver Mike Long. With ProsBloom, it’s 
									checkered flag or crash.  
									 
									Basically, only one of two things can happen 
									when you play ProsBloom. You either draw 
									enough cards to play a fatal Drain Life or 
									you exhaust all of your resources and fail 
									to draw enough cards or fail to draw the 
									Drain Life or fail to successfully cast 
									Drain Life. 
									 
									On paper, this deck looks ridiculous. At 
									first glance, you would think this was a 
									casual deck at best. There is some counter 
									magic in the deck to help you stave off 
									interference from your opponent, but not 
									very much of it. Your deck requires not one 
									but two enchantments, each costing TWO 
									colors of mana, to stay in play in order for 
									you to win. This thing should never work. 
									But it does. This deck looks very brittle, 
									but ProsBloom is actually quite a strong 
									design. You have to play the deck a lot in 
									order to get the feel of it, but once you 
									do, you will find it easy to often roll off 
									a turn four win and you even hit the 
									remarkable turn three win more often than 
									you think. 
									 
									PROSBLOOM DECK 
									as played by Mike Long in Pro Tour Paris 
									1997 
									 
									4 Prosperity  
									4 Cadaverous Bloom 
									4 Squandered Resources 
									4 Infernal Contract 
									4 Natural Balance 
									4 Impulse 
									4 Vampiric Tutor 
									2 Memory Lapse 
									1 Drain Life 
									1 Elven Cache 
									1 Three Wishes 
									1 Emerald Charm 
									1 Power Sink 
									4 Undiscovered Paradise 
									3 Bad River 
									7 Forest 
									6 Swamp 
									5 Island 
									 
									Sideboard: 
									3 City of Solitude 
									4 Elephant Grass 
									1 Elven Cache 
									3 Emerald Charm 
									1 Memory Lapse 
									1 Power Sink 
									2 Wall of Roots 
									 
									While Mike Long may not have been the only 
									person to immediately see the possibilities 
									of combining Prosperity with the powerful 
									mana producing enchantments Cadaverous Bloom 
									and Squandered Resources, his is the 
									earliest version of the deck to be proven 
									successful in big-time tournament play.  
									 
									Winning the Paris Pro Tour is just about as 
									big as it gets. Long’s Paris version of this 
									deck is very significant in a number of 
									ways. Lots of decks are called “combo decks” 
									simply because they feature combinations of 
									cards that have particularly good synergy 
									with each other. ProsBloom represents the 
									most true definition of a combo deck because 
									the deck cannot win without executing its 
									“combo”. Finally, it is important to note 
									how remarkable the Pro Tour Paris version of 
									this deck is, constructed from only Mirage 
									and Visions. There have been other powerful 
									and deeply synergistic decks that came out 
									of a tightly defined block constructed 
									format. The Rebel deck from the Mercadian 
									Masques block is a good example. The 
									Affinity deck from Mirrodin block is 
									another. However, both Rebels and Affinity 
									were essentially laid out for the player by 
									WOTC and each deck was immediately obvious 
									to the playing community as soon as these 
									sets were released. 
									 
									PROSBLOOM AFTER PRO TOUR PARIS 
									 
									A few months after Pro Tour Paris, Type II 
									versions of ProsBloom were everywhere, being 
									played by the best players in the game. In 
									fact, the very best player in the history of 
									the Pro Tour, Kai Budde himself, played a 
									version of ProsBloom in the German Regionals 
									that year. These Type II incarnations of 
									ProsBloom featured many improvements to the 
									original Mirage-Visions design. The most 
									important changes to the deck that make it 
									work so much better is the land. It may not 
									be very exciting to talk about, but mana is 
									what makes Magic work, and the Type II 
									upgrades to ProsBloom in this area are 
									substantial. Undiscovered Paradise is 
									replaced with City of Brass. The Paris 
									version of ProsBloom would often have been 
									able to “go off” much quicker if the correct 
									types of mana were in play. City of Brass 
									takes care of this problem much better than 
									Undiscovered Paradise. Undiscovered Paradise 
									was never better in any deck than it was in 
									Mirage-Visions ProsBloom, but picking up the 
									Paradise after using it is a very big 
									setback.  
									 
									Taking a few points of damage from City of 
									Brass is 
									MUCH preferable to picking up 
									Undiscovered Paradise. Both lands have good 
									synergy with  Squandered Resources, since 
									they can be sacrificed to this enchantment 
									for any color of mana. Bad Rivers, which do 
									help in a small way to thin out the 
									Mirage-Visions ProsBloom deck, were replaced 
									with Gemstone Mine. Gemstone Mine is a good 
									solution for several reasons, despite the 
									ability to only tap it for mana three times. 
									The combination of Gemstone Mine and City of 
									Brass virtually assures the ProsBloom player 
									the correct mix of black, green and blue 
									mana needed to set up their board in the 
									early turns of the game. Like City of Brass 
									and Undiscovered Paradise (but unlike Bad 
									River), Gemstone Mine can be sacrificed to 
									Squandered Resources for any color mana. 
									Meditate was added to the Type II version of 
									ProsBloom replacing the quite bad Three 
									Wishes and a couple of Vampiric Tutors or 
									Elven Cache. Most of the more successful 
									Type II builds left Elven Cache out 
									entirely, along with the ability to win if 
									their Drain Life were somehow removed from 
									the deck at any point of the game. 
									 
									MIKE LONG AND PROSBLOOM 
									 
									ProsBloom is Mike Long’s baby. So many 
									things have been said about Michael Long 
									that a lot of people have forgotten that he 
									is one of the great players in the Pro 
									Tour’s decade long history. Mike Long, in 
									his core, has proven his love for and 
									dedication to the game. 
									 
									PRO TOUR PARIS FINALS 
									 
									For that first foreign Pro Tour in 1997, 
									Mike Long did not only build ProsBloom, he 
									also built the aggressive red/black deck 
									Mark Justice played with to the top eight of 
									the same tournament. When these two great 
									players met in the finals, the player with 
									the greatest knowledge of the other’s deck 
									would end up being the winner. In game one 
									of the best-of-five Pro Tour finals, Mike 
									Long attempted to go off on turn eight, but 
									ran out of card drawing and conceded the 
									game. In game two, Long goes off on turn six 
									under pressure from Justice’s Coercions and 
									Viashino Sandstalkers. Long is at five life 
									after casting Infernal Contract, but seems 
									to have enough resources to easily complete 
									his combo, causing Mark Justice to concede. 
									In the third game of the finals, Justice’s 
									creatures quickly drop Long’s life total to 
									five on turn six, giving Long one last turn 
									to make the combo work. Long Impulses but 
									fails to find the card he needs, and Long 
									concedes game three. 
									 
									THE PIVOTAL FOURTH GAME 
									 
									In game four, there appears to no hope for 
									Mike Long. Justice takes away Undiscovered 
									Paradise, the only land in Long’s hand, with 
									Coercion. At the end of Justice’s turn 
									three, Long Impulses but finds no land and 
									takes instead a Squandered Resources, which 
									he plays on his own turn four. On Justice’s 
									turn four, he plays Stupor which causes Long 
									to discard his last two cards, a pair of 
									Infernal Contracts. A turn later, Long draws 
									and plays Bad River. On turn seven, all hell 
									broke loose. Long plays Prosperity drawing 
									four cards (Justice also draws four cards, 
									of course). Long casts Natural Balance, 
									sacrificing his only three lands in play, 
									with no other mana in his pool. Justice 
									responds to Natural Balance by sacrificing 
									four mountains to play two Fireblasts, 
									reducing Long’s life total to 4. Long puts 
									two Islands, two Forests and a Swamp into 
									play and taps all five to play Cadaverous 
									Bloom. Long discards cards from his hand and 
									plays Prosperity for seven cards. Long casts 
									an Infernal Contract putting his own life 
									total to 2, which Justice responds to by 
									sacrificing two Mountains and playing 
									Fireblast reducing Long’s life total to -2 
									(Pro Tour Paris was played at a time when a 
									player with a life total of zero or less was 
									not “dead” until the end of a step of the 
									game, meaning that even at -2, Long could 
									continue playing as long as his life points 
									were above zero by the end of the turn).  
									 
									Long plays two more Prosperity cards, first 
									for fifteen cards, and then for nine cards. 
									At this point, Long has most of his deck in 
									his hands. Long discards around sixteen 
									cards to Cadaverous Bloom and plays a 30 
									point Drain Life that reduces Mark Justice 
									to quite a bit less than zero life points 
									while raising his own life total to quite a 
									bit more than zero. The championship would 
									move on to game five. 
									 
									Game five started with Mike Justice choosing 
									to keep an opening 
					 hand of Fireblast and six 
									lands, despite the recent addition of the 
									so-called Paris Mulligan rule (actually 
									first used at Pro Tour Los Angeles a few 
									months previous). Choosing not to take a 
									mulligan would be the first of Mark 
									Justice’s mistakes in this final game. Long 
									gets a Squandered Resources into play on 
									turn three. Justice plays Stupor on turn 
									four, Long discards two Islands. Neither 
									player plays any spells or lands for the 
									next two turns.  
									 
									For a few more turns, each player drops 
									lands but neither plays any spells.  
									Justice breaks the silence with a turn seven 
									Incinerate to Long’s face, putting him to 17 
									life points. On his next turn, Justice plays 
									Coercion and finds Long holding Cadaverous 
									Bloom, Drain Life and some other cards 
									thought to include Natural Balance and 
									Vampiric Tutor. After some thought, Justice 
									takes Cadaverous Bloom, believing that Long 
									still has one of his two Elven Cache 
									somewhere in his deck with which to get back 
									the Drain Life later in the game. What 
									Justice doesn’t know is that Long has 
									sideboarded out the Elven Cache from his 
									deck, and would have no way whatsoever to 
									win the game without the Drain Life. Long 
									goes off on his next turn and wins the Pro 
									Tour championship with a 44 point Drain 
									Life. 
									 
									This match defines Mike Long as a player. 
									The championship match showcases both the 
									showmanship and strategic trickery that put 
									Mike Long on top of the game, as well as the 
									deck building and general play skills that 
									Long has displayed throughout his career. A 
									lot of people think that Mike Long’s 
									infamous card-in-the-lap episode occurred at 
									Pro Tour Paris, but it did not.  
									The biggest dark mark on Long’s glittering 
									card playing career occurred at the U.S. 
									Nationals in a match versus Peter Leiher. 
									Long was playing ProsBloom when judge Jeff 
									Donais (a former teammate of Mike Long, no 
									less!) was called over to their table. It 
									was discovered that there was a Cadaverous 
									Bloom in or near the lap of Mike Long. Long 
									received a small suspension from the DCI, 
									but the incident left a mark on Long’s 
									record that he would never be able to 
									remove. 
									 
									THE FUN OF PLAYING PROSBLOOM 
									 
									I love playing the ProsBloom deck. Since 
									rebuilding this deck last week, I have 
									played more than one hundred games with it, 
									and I have to tell you, it has been very 
									fun. Magic’s original combo deck is very 
									satisfying to play with, once again proving 
									just what an amazing invention Dr. Richard 
									Garfield’s card game is. Playing ProsBloom 
									without an opponent is, well, almost exactly 
									the same as playing with an opponent. You 
									see, the ProsBloom deck needs to be played 
									the same way more or less regardless of what 
									your opponent is doing to you. Basically, 
									the only role that your opponent plays is in 
									determining how many turns you will have to 
									accomplish the combo and resolve the fateful 
									Drain Life. The average time needed to win 
									with ProsBloom, in its original 
									Mirage-Visions format, is six turns. You 
									usually get six turns against most draws of 
									most modern Type II decks. Playing ProsBloom 
									is like solving a puzzle. You look at your 
									opening hand and try to imagine the fewest 
									number of cards that you will need to use in 
									order to get to the combo. You often begin 
									with opening hands containing absolutely 
									none of the important combo pieces. Don’t 
									panic, you have time. You need only reach an 
									Impulse or possibly cast a turn three or 
									four Infernal Contract, or even a two or 
									three card Prosperity to be right back in 
									the thick of things.  
									 
									Nothing is automatic, you can start going 
									off with this deck and suddenly run out of 
									card-drawing options. You can just lose to a 
									faster deck. 
									 
									THE BEST THING ABOUT COMBO DECKS 
									 
									The thing I liked BEST about ProsBloom is 
									that it’s a deck you can literally learn to 
									play better with even practicing by 
									yourself. Back in 1997, there was no Magic 
									Online and there were fewer places to play 
									Magic in general.  
									 
									Back then, I appreciated greatly the fact 
									that I could work hard and practice 
									ProsBloom and actually help better prepare 
									myself for tournament play. With a normal 
									deck, you really need the interaction with 
									other players and you need to see the 
									choices they have made in their decks in 
									order to educate yourself in the best way to 
									play your own deck. With ProsBloom, like 
									many other combo decks that would follow, 
									the most important thing was learning your 
									own deck. The more you play ProsBloom, the 
									more you realize what kinds of opening hands 
									that look okay are actually terrible as well 
									as vice versa. 
									 
									Last weekend, I judged a 40 player Junior 
									Super Series tournament. In the finals, were 
									the crazy under-sixteen players crushing 
									each other with Elves and Minotaurs and 
									Dragons? No. Both fifteen year olds in this 
									JSS finals were playing combo decks. The 
									player who won the tournament was playing a 
									Heartbeat deck that wins, much like the 
									ProsBloom deck, by spending a huge amount of 
									mana to win with a black X spell, Maga, 
									Traitor to Mortals. The runner up deck was a 
									mono white Tron deck featuring a set of 
									Urza’s lands combined with some very large 
									spells like Storm Herd. 
									 
									Long live combo decks! 
									 
									Jeff Zandi 
									Texas Guildmages 
									Level II DCI Judge 
									jeffzandi@hotmail.com 
									Zanman on Magic Online | 
								 
							 
							
					
					 
					 
					 
					 
					 
					 
  
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