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The Multiplayer Combo that Nobody Likes
By Kevin C. Callahan
Greetings all you magic people. A few days ago I was looking through some of my older cards, mostly Invasion block and Sixth Edition, when I found one of Magic's little lost gems. Summer Bloom. When I first saw this card, I thought what everyone else thought. CRAP! Into the box it went. Even though four lands played on turn two sounds like a deal, that only leaves two or three cards with which to use your newfound mana, and even then, you would have had to draw five lands in your first nine cards. It just doesn't seem worth it.
But the day before I found the lost treasures, I was playing against a friend of mine in a duel. I was using my favorite 'Tog deck against his unfortunate build of zombies. I was about to lose when I drew the only card that could save me. Upheaval. I heaved, floated, and togged. He scooped. Ah, Upheaval. What a great card.
Let's flash forward to my discovery. I looked at Summer Bloom. I moved on. Then I looked back at Bloom. Then it hit me. Upheaval, float two mana, Summer Bloom, play four lands, another bloom. You now have seven lands while your opponent has nothing. The only ailment? Going off. This would be the hardest combo to pull off EVER. (Well maybe not ever, I think it beats Tight Sight, but not much else.) Your opponent would have over run you with goblins or green men or even birds before you would have even two thirds of your combo.
The Cure? Add more opponents. With four or five players, the focus does not have to be you. And if you give people a reason not to kill you, you can take all the time in the world. The best incentive I can think of is Howling Mine. Not only do people like having you around for the extra cards, but it accelerates you toward your combo pieces. Another way that you can progress faster is to play an early Summer Bloom to drop fast lands. Then you can get it back later with Revive. (Or Regrowth if you have one.)
So let's look at our tentative deck list:

4x Summer Bloom
4x Howling Mine
3x Revive
3x Upheaval

Upheaval is a dead card if you draw it early, but it is essential for the combo so three is a good number, plus we can hope to draw it with the mine.
Now all we need are some creatures. I like small defensive creatures to start with. Basking Rootwall, and River Boa work for me, and we can throw a few Albino Trolls in for good measure. I flirted briefly with Forgotten Ancient, but I didn't want to draw any unwanted attention. Now a big finisher is in order. Silvos works, as does symbiotic Wurm, or any other huge green creature. Now if we add some land, the deck should look like this.

4x Basking Rootwalla
4x River Boa
4x Albino Troll
2x Silvos, Rogue Elemental

4x Summer Bloom
4x Howling Mine
4x Rampant Growth
4x Mana Leak
3x Revive
3x Upheaval

4x Yavimaya Coast
1x Strip Mine
4x Island
15x Forest

This is the deck list I am going to make and test. I was never too good at making mana bases, but I think that should do it. The Mana leaks are a bit of extra protection right before an Upheaval, and the Rampant Growths are so I can get that precious last blue mana. So drop me a line if you build this, or think I am awful and shouldn't write, or if you just want to chat about the game we all love. My E-mail is I hope you can piss off your friends with it.
Cya L8er

Read More Articles by Kevin C. Callahan!

 - Thursday (May 17, 2018)
 - Tuesday (Aprl. 24, 2018
 - Monday (Apr. 16, 2018)
 - Friday (Apr. 6, 2018)
 - Wednesday (Apr. 4, 2018)
 - Monday (Apr. 2, 2018)
 - Friday (Mar. 23, 2018)
 - Thursday (Feb. 15, 2018)
 - Thursday (Jan 25, 2018)
 - Wednesday (Jan. 17, 2018)

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