There is no dedication on this one, especially since I was the one to think this one up. Pure Reflection is a rare from Invasion that cost 2W, and is an enchantment that when a creature spell is played, all refections are destroyed, and you put a reflection token with power and toughness both equal to the creature spell's converted mana cost. Ever opened up this pile of poo in a pack? I thought so. Pure Reflection is one of those rares looks broken, could be broken, and yet, is far from it. Like Natural Emeergence, when this card came out, people tried to well, break it. Still, they failed because the colors, which were typically black and white, didn't have the ammunition. It would run Conspiracy, which is an enchantment from Mercadian Masques which cost 3BB and changed the creature type of all creatures in play, in your deck, and in your graveyard to one type. Still, the deck lacked something before that. It was missing an effective way of making your reflections multiply. Enter Planeshift, and it's gating creatures. Finnally, a way to make numerous creatures, and not have to play numerous different cards. Still, the bestg gating creatures were on the complete opposite side of the spectrum, with white and green, thus, the combo remained ignored for fear that it would be too slow, with a mana base that was extremely shaky at best. Enter the set Apocalyse, and it's black and white cards. Now, with such things as Death Grasp, Gerrards Verdict, and Overgrown Estate to make the deck better, along with Necra Sanctuary for another source of life loss, the deck becomes viable. It also makes the B/U/W version viable through Unnatural Selection, especially with such things as Dromar's Charm, Sawtooth Loon, and Silver Drake in Planeshift. First of all, for those of you who are going to play G/B/W, Conspiracy, Pure Reflection, and some gating creature are your cornerstones. The best ones typically are Fleetfoot Panther since he makes both quick blockers and attackers, but there are others that you can use, even though I wouldn't reccomend it. Then, for those of you playing B/U/W, you want again Conspiracy, Pure Reflection and a gating creature. Unnatural Selection is up to you, even though it isn't neccessary. Your hands are tied on the creature part, you're going to do something along the lines of this creature combination: 4 Silver Drake 3 Sawtooth Loon Finnally, those of you going just two colors, you aren't going to use Conspiracy, but you are definitly going to break Unnatural Selection and Pure Reflection. You'll use the same creature set up as the U/B/W, but believe me, you'll need more land here, or at least familiars so that you can still maximize the number of creatures you can play each turn. Next, all three decks will run a stall card. Orim's Chant, is perfect for all of these decks, although it's not neccessary. Counters aren't as neccessary in this deck as in most decks because you want to maximize your beatdown, which unfortunately means you'll tap out a lot, so the only counters we'll use is Dromar's Charm in the U/B/W, and Absorb, which will come in handy for both decks using U/W. Undermine is optional. Finnally, the B/W/G is going to take a completely different approach to the subject. Sterling Grove is going to get your Conspiracy, and Dark Ritual is going to get it out on that third turn. Sterling Grove could also get the Pure Reflection if you need that. Now, all these decks need a way to hold their own in the absence of the combo, or one half of it, and while the decks running blue have counters, the G/W/B deck has something entirely different - it has creatures that don't gate. Something like Thornscape Familiar, Nightscape Familiar, and/or Sunscape Familiar will fit well into the deck to help put down an onslaught of bears. Here's what I'll go with: 2 Sunscape Familiar 2 Thornscape Familiar This doesn't go without mentioning the Fleetfoot Panther you'll have. Of course, that will be 4. The other two decks should have creatures as well, so they'll have some bears. The plain B/W should have Galena's Knight, while B/U/W should have a set up along the lines of this: 2 Stormscape Familiar 2 Sunscape Familiar 1 Vodalian Zombie (At least 2 more in the Sideboard) 1 Galena's Knight (At least 2 more in the Sideboard) Again, there's the previous set up of Loons and drakes that'll go in. Now the deck not using Green needs some way of getting it's combo faster. So, an all purpose search card like Diabolic Intent is neccessary, as is Unnatural Selection. That and Conspiracy will help move the combo along, and make it so that you can go for that Pure Reflection instead of toiling on getting that card that breaks the combo out. After that, the rest of the deck is pretty much up to you. Voice of All could fit into all of those in case of the absence of the combo, and Necra Sanctuary could fit into the G/W/B. It's all up to you from there. Here's what two of the three decks look liked so after I was done thinking them out: The Blue/White/Black Version Creatures (10) 2 Sawtooth Loon 4 Silver Drake 2 Stormscape Familiar 2 Voice of All Spells (24) 1 Diabolic Intent 3 Pure Reflection 2 Unnatural Selection 4 Fact or Fiction 3 Conspiracy 4 Fact or Fiction 4 Dromar's Charm 4 Absorb Land (25) 1 Dust Bowl 4 Underground River 4 Cave or Koilos 2 Swamp 6 Island 8 Plains This deck, at least in my eyes, looks like a Go-Mar variant. If I'm wrong, don't tell me, I don't care. This deck is control all the way, using Pure Reflection as it's beatstick in place Dromar. Still it lacks the bounce that Go-Mar has, and it can't really handle many big creatures without its combo, so Fires could have a field day walloping this deck. Now for the other version: Green/Black/White Version Creatures (11) 4 Fleetfoot Panther 3 Sunscape Familiar 4 Blurred Mongoose Spells (24) 3 Pure Reflection 4 Conspiracy 2 Eladmri's Call 1 Recover 4 Orim's Chant 2 Death Grasp 4 Duress 4 Sterling Grove Land (25) 1 Dust Bowl 2 Terminal Morraine 2 Forsaken City 4 Llanowar Waste 8 Plains 6 Forest 2 Swamp This deck is ment to get the combo out as fast as possible. You want to be abusing it by I'd say turn 7 to 8 turn, otherwise, you need to sit back in your familiars to block, and your ability to make them drop their counters on stupid things like late Duress's and Chant's. Still, I wonder if this deck can stand up to Go Mar, especially since it runs so many counters. It's one saving grace is Blurred Mongoose, which runs through the counters and bounces and direct damage and creature destruction. And it's even a beefy 2/1, so it can take out bears too. Okay, that's my article, and I hope you enjoyed it. Have fun playing, especially since it's just a game, and it'f ment for exactly that - having fun. Over and Out, John "The Happy Heretic" Hornberg Have a suggestion? Want me to break something I haven't yet? Or just want some deck help? Just send me an e-mail at promiseland85@hotmail.com. Now, when school starts, it'll be hard for me to reply to a lot of e-mails, so no offense ment if I don't reply to you. I'm not singling out, I just have to negotiate my schedule, and many times, replying to e mail isn't my priority. Don't feel left out, I do that to my friends a lot unfortuantely.