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.