Creatures - 4 Phantom Warrior - 1 Phantom Monster - 2 Mahamoti Djinn Sorcery - 1 Traumatize Enchantments- 4 Confiscate Instants - 4 Counterspell - 2 Mana Drain - 2 Spell Blast - 4 Remove Soul - 4 Unsummon - 4 Snap - 4 Boomerang - 4 Clarivoyance Land - 20 Island 7 Creatures + 1 Sorcery + 4 Enchantments + 28 Instants + 20 Lands = 60 cards This deck is just fun to play! First rule: Don't start play with less than two lands in your hand. Second rule: Always go last. During the early game, counter everything that's played (EVERYTHING). Play a Phantom Warrior as soon as you can. If they manage to sneak something by you while your mana is gone, Boomerang, Unsummon, or Snap it the next turn. By the time you're able to play a Mahamoti Djinn, your opponent is going to be in a position to play something nasty (trust me on this one). DON'T play it untill you have eight lands out, that way you can summon it and counter a spell in one turn. Phantom Monster is just there as a middle mana creature. Clarivoyance is there to; 1.) Let you know what the most important to counter cards your opponets have. 2.) Draw an extra card to replenish whichever counter card you used (and you WILL use one everyturn!) For those of you who don't know Traumatize is perhaps the single most pissant card in the game (your opponent discards half their library). The look on their face is priceless! In the late game (six or more lands) if your opponent plays their trump creature (Krosan Collosos, Avatar of Woe, Serra Angel, etc...), don't counter it or bounce it, Confiscate it! Their is no better feeling then to watch your opponents face fall as they realize that their 9/9 green giant is now yours! Important note: It can be used on ANY permanent, creature, enchantment, and lands) Ben Reynolds - wren_type504@yahoo.com