necrom22@yahoo.com Peasant Affinity Peasant Affinity A peasant affinity deck is quite plausable, due to it's constant drawing of cards and assault power. (5) Uncommon 4 Thirst for Knowledge 1 Talisman of Dominance (37) Common 4 Thoughtcast 4 Override 2 Rush of Knowledge 4 Myr Enforcer 4 Frogmite 4 Mindstone 4 Pentad Prism 4 Welding Jar 3 Phyrexian Walker 4 Aether Spellbomb (18) Land 4 Seat of the Synod 4 Tree of Tales 3 Ancient Den 3 Vault of Whispers 4 Darksteel Citadel Thoughtcast, Thirst, and Rush offer massive card advantage. You've only got 8 threats in the deck, so you have to block wisely. Using the Overrides correctly can be crutial. After you run your opponent down, via blocks, etc, you can start using the massive card advantage of the deck to win with. You want to keep an Enforcer alive so that you can draw 7 with Rush. You have Welding Jars, Aether Spellbombs, and your wits to accomplish this task. Not only can you Rush for 5 to draw 7 cards but you can usually play three of those cards right off the bat. The deck needs a certain amount of blue to run with. This is obtained throught the Talisman, the Prism, and the Seat of the Synod. You can either use the Prism to store mana or just drop it for zero to have another artifact out. The Walkers are there to achieve quicker affinity and to stay off the beatings for a few turns until the deck is set up. Don't forget that you can use the Mindstone and the Spellbomb to draw into other cards, especially when their mana is no longer needed. Also practice using affinity. Some players neglect near-god-draws because they aren't used to playing it. For example, turn two play another land, a Mindstone, and a Frogmite - instead of paying two for Frogmite. This is the closest Peasant magic will ever come to the power of a T1 deck. I've played against Stompy and Sligh and this deck beats both hands down (around 7/10 games against Sligh and 9/10 against Stompy). But you have to be willing to take some hits and understand what your opponent has in order to prevent sacrificing your creatures unnessarily. Those decks to run out of steam and a well-played Override (and Skullclamp is very bad thing not to counter), followed by card drawing means a sure victory.