Single Card Strategies-	Compilation VI (July 20th,1994)

BENALISH HERO		(RV)-Added Comments, new combinations
DWARVEN WEAPONSMITH	(RV)-Several new uses added
HYPNOTIC SPECTER	(RV)-Several new uses and counters added
WYLULI WOLF		(AN)-
GIANT GROWTH		(RV)-Several new uses and counters added
OUBLIETTE		(AN)-
VENARIAN GOLD		(LG)-Rules conflict removed, new uses added
EARTHBIND		(RV)-
BATTERING RAM		(AQ)-New combination added
RED ELEMENTAL BLAST	(RV)-Wording corrected

Single Card Strategies is (c) 1994 to Jeff Franzmann
(umfranzm@cc.umanitoba.ca). However, he really doesn't mind if you
distribute and disseminate these things. Just make sure his name is on
them somewhere, and he is cited as the creator :).
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BENALISH HERO!-One of those few White spells which I'll actually stock for
the art...as I'm sure many of you do as well :). But beyond the simple
artistic merits of this particular summons, does anyone actually utilize
this talented young woman in the duel? Of late, it seems, the Hero is
mentioned only when it comes time to discuss rather adolescent nickames
for her :). Hopefully, this small treatise will elevate her beyond the
status of Magic pinup girl.
	Perhaps the best aspect of the Benalish Hero is the old value for
mana argument. For _1_ Mana, you can add a 1/1 critter to your
offensive/defensive line, with a special ability to boot. Mons's Goblin
Raiders have nothing on the young lady from Benalia :).
	The Bands ability of the Hero is the best aspect of this
particular card. Apart from the Mesa Pegasus (which can also Fly), the
Hero is one of the cheapest Banding creatures to be had. Early on in the
duel, this ability can prove most irksome to your foe. In the opening
stages, simply banding a Hero with another 1/1 can be enough to throw the
opposition into a mild panic attack. Chances are he or she won't have much
out that won't be killed by a combined two damage. This still isn't much
of a threat, though, so how does one make the Hero something truly
frightening?
	In a Black/White deck, some fearsome damage can be dealt out when
one bands the Hero with something like the 1 Mana Khabal Ghoul. Assigning
all the damage to the Hero from anything that blocks still nets the Ghoul
an +1/+1...the alternatives aren't much better. The opposing Mage can let
the combination through and take 2 Damage, or they can block with a 1/1 or
2/2, feeding the Ghoul. Obviously, if a 2/3 or better is out, this
particular tactic is not recommended :). The Erg Raiders are another
excellent choice to Band with, as the 2/3 power they possess for a mere 1
mana can be devastating early on :). With this particular combination, you
can band and attack every round...once your opponent builds up enough
defence to prevent such troublesome incursions, launch a final assault and
assign all the damage to the raiders :).
	Other colours can band with the Hero to become particularily
irritating as well. In a White Deck, the White Knight/Benalish Hero
banding combination is more than just a little obnoxious. That First
Strike on the White Knight ensures that 2 Damage is dealt out before the
blocker can do anything :). Green is chock full of cheap meanies which can
be combined with the Hero to make the early game a painful experience.
	The Benalish Hero also aquires great usefulness later in the game
as well. First of all, place a Regeneration on the Benalish Hero, and then
band her to something with decent attack potential (Craw Wurms come to
mind). When something, anything, blocks, assign all damage to the
Hero...and then Regenerate her :). If you aren't playing Green, pull the
same stunt with a Death Ward (though for obvious reasons, this is far less
effective). 
	Ever considered Banding something wimpy like the Hero to something
like...say...the Basilisk? Or how about Abomination...or Infernal Medusa?
Your opponent is now facing several dilemmas all at once. Block this
creature crushers and be destroyed...or risk having all the damage
assigned to that pathetic Hero. Worse, let the beasties through to Damage
you. Where ARE those lightning bolts when you need them? These
combinations work best against Green or White decks, since these colours
have few instant damage spells which can deal with the Hero.
	So what can you do against the Benalish Hero when she is proving
such a nuisance? Old standbys are always nice...Pestilence, Prodigal
Sorcerer, Rod of Ruin, Lightning Bolt and other such assorted nastiness
never fails :). This is one reason why the Benalish Hero is best utilized
early on, when dealing out the Damage spells may not be a wise idea
(especially when they may be needed later). Once the Bands is brought into
play though, there isn't much that can be done to prevent the bad things
that can result.
	The good Alex (Kallale@minna.acc.iit.edu) also points out that
Banding is one particular way in which the White Mage can deal with the
deficiency of 'power' creatures in their deck. By banding with their less
powerful bretheren, the Hero can serve the same purpose as a more powerful
creature.
	My good friend the ELF has noted as well that the addition of Holy
Armour or even Holy Strength will render the Hero a powerful blocking
creature with a minimal mana expenditure...a point well made, as always
:). As well, with the addition of Crusade and or Jihad, the Hero (affected
by both) can be a potent weapon in your arsenal. I feel it necessary to
add that Piety is another excellent choice to play when you are on the
defensive with the Hero.

DWARVEN WEAPONSMITH!-As forgers of weapons and armour, none can surpass
the Dwarves. Given the raw materials found within Artifacts, they can
grant a bonus of +1/+1 permanent to any individual they choose to arm. Not
too shabby. How best to utilize this wonderful, bearded fellow?
	At a cost of _2_ Mana, the Weaponsmith can get out in the game
rather early, and almost immediately begin arming your masses for the
assault. The 1/1 is something to worry about, since the Prodigal Sorcerer,
Rod of Ruin and other assorted irritants can make short work of him. The
Weaponsmith's special ability is probably best used on himself at first,
to protect him from the depravations of your opponent. If you have
Ornithopters out, the best thing to do would be to sacrifice one of them
to utilize the Weaponsmith...you're simply replacing an 0/2 with a 2/2 in
this case.
	Of course, sacrificing your own Artifacts always seems to be far
to high a price to pay for power. Ornithopters are always an excellent
choice for sacrifice, especially to the Dwarven Weaponsmiths. Giving up an
0/2 to gain a +1/+1 for any creature is an even deal in almost any case.
For example, if you have Mons's Goblin Raiders or a Mesa Pegasus in play
(both 1/1), they can provide the same blocking capabilities as the
Ornithopter with the +1/+1 given by the Weaponsmith, with the exception
that they will do damage.
	However, if you are going to be playing Artifact eaters, the
Argivian Archaeologist is an absolute must. Sacrifice the Artifact to
power up the Weaponsmith...and then bring back the Artifact with Indy the
Archaeologist :). This is another reason Ornithopters are excellent
sacrificial material..with a 0 casting cost, they can be put back into
play immediately. If you don't have access to the Archaeologist, then
Drafna's Restoration and Reconstruction are suitable, though limited
replacements.
	Ideally of course, you have something like Aladdin, Old Man of the
Sea or Steal Artifact. In which case you simply grab an opponent's
artifacts and have the Weaponsmith forge them into something you can use
:). There is nothing more irritating than having your own stuff used
against you...except having your stuff stolen, destroyed so you can't get
it back, and used to power your foe's armies. Truly not something I'd like
to come up against :).
	As with any other 1/1, though, the Weaponsmith is extremely
vulnerble to all sorts of nastiness. Any creature with the 1 damage poke,
Pestilence and Lightening Bolt are all the bane of the 1/1. As previously
mentioned, the Weaponsmith should probablt improve his survivability using
his own ability as soon as possible. Ideally, though, the 'smith is used
early in the game to power up your cheap artifacts (using Ornithopters as
raw material).
	Or, as suggested by Alex (Kallale@minna.acc.iit.edu) you can
utilize the Hive and the Serpent Generator to provide the raw materials
for your Dwarven Weaponsmith...a limitless supply of Artifact creatures to
be sacrificed and molded to your desires :).
	My esteemed colleague Agbaar the Abjurer also notes that when you
attack with your creatures, you can wait for the opponent to assing his
minions as blockers...then comes the time to throw on the armour and arms
created by the Weaponsmith. A 2/3 Hurloon facing a 3/3 Hill Giant will
suddenly emerge triumphant, rather than being ground into the dust.

HYPNOTIC SPECTRE!- A staple of any Necromancers repetoire, the Spectre is
one of the most useful flying creatures ever summoned from the nether
depths. Although the casting cost is somewhat hefty at 2 Black mana and
one of any other colour, for this price you are getting a Flying 2/2 with
a truly vicious ability.
	The key to using the Hypnotic Spectre successfully is getting it
out early, when your foe is unable to place a blocking flyer better than a
Mesa Pegasus or those irritating Flying Men. The best way of doing this is
to play a Dark Ritual and use the extra mana to summon forth the Hypnotic
Spectre. Immediately put the Spectre to work...as it does damage to your
foe, a spell from his hand will be torn forth and discarded. An ability
such as this is wonderful to use against those infuriating hoarders of
knowledge who insist on calling forth the Library of Alexandria or the
Ivory Tower. Better yet, use the Spectre when your opponent has but one
card left in his or her hand...he or she will be forced to either play
that spell or discard. In many cases, such a choice can be traumatizing.
	Of course, using the Dwarven Warriors on the Hypnotic Spectre is
the best way to handle things. The Spectre will be unblockable, and every
turn another spell will find itself in the Graveyard. This is the fastest
and most efficient way to ensure that your opponent will discard every
turn. 
	If enemy flyers with the ability to defeat the Specter do manage
to make it onto the field of battle, your options are far from limited. If
the Dwarven Warriors are not available, making use of either Unholy
Strength or Holy Strength/Holy Armour are ideal ways of getting around the
difficulties posed by a Serra Angel. If you feel the Specter has outlived
it's usefulness, feel free to use Unstable Mutation and send it off in one
last orgy of destruction :). 
	Using the Hypntoic Specter in conjuction with Mind Twist is
another cruel method of causing your foe distress. First you tear from him
all the spells which provide him with an adequate defence, and should any
be left over, send in the Specter to finish things up. When all is done,
your enemy will be left barren and bereft, and the Specter should be able
to keep him that way, provided he continues to attack without being
blocked. As mentioned before, with a Specter in play, your opponent will
be forced to either play that last card in hand or discard :).
	One way in which a mage may attempt to avoid discarding due to the
Spectre is to avoid taking damage. The Staff of Zegon can be used to
render the Hypnotic Specter a 0/2 which deals no Damage, and hence cannot
force a discard. Weakness will serve the same purpose. The only way around
these particularily irritating methods of avoiding fate is to use the
aforementioned Enchantments to enhance the Specter's strength. Better yet,
use Shatter, Crumble, Disenchant or what have you to rid yourself of the
Staff fof Zegon or Weakness. In order for the Specter to be useful, it
MUST be able to inflict damage.
	Or consider the suggestions put forth by Richard Hartman
(hartman@ulogic.com). Put into your spellbook things such as the Rack,
Disrupting Sceptre, and any other card which forces the discard of your
opponents spells. Combined with the Specter, you soon have an arsenal of
enchantments, creatures and artifacts which will render your opponent
unable to do little except weep at the torn and lost pages of spells at
his feet. Exquisite! :).
	Scott W.Adkins (sadkins@ohiou.edu) provides one method of avoiding
such trauma...when facing an opponent so fond of forcing you to discard,
utlizie the spell Psychic Purge...you need never cast it at an opponent,
but as soon as you are forced to toss it aside, the links of the Purge
will dig into your enemy and cause tremendous damage. And all you lose is
a card :).

WYLULI WOLF!-Granted, this is far from what one would consider a 'useless'
card. In the words of a colleague,"Anyone who calls it worthless is on
drugs". Rather blunt, this colleague of mine, but the sentiment holds
true. This being said, I feel compelled to note that the Wyluli Wolf is
often used only as a cheap and easy creature pumper on the attack, a use
which fails to exploit the full potential of this noble beast. And so we
begin...
	As I've already mentioned, one of the most often used aspects of
the Wyluli Wolf is the wonderful ability to grant a +1/+1 to any creature
when it is tapped. For a 1/1 creature which costs only 2 mana, this is an
excellent card to get out in the early stages of the duel. Used with an
Ornithopter, one can inflict a fair amount of damage within the first few
turns, weakening your opponent. On the attack, the Wolf is best left
untapped until blockers have been declared...at this point, you can tap
and place the +1/+1 on whichever creature you wish. The Wolves will join
that creature, and make it that much more powerful on the assault.
	Another particularly malicious use for the Wolf is to increase
those beasts which already have the ability to raise their own stature.
From Frozen Shades to Shivan Dragons, the Wyluli Wolf can do it's part to
make them all that much more deadly. The 'surprise' nature of the Wolf's
ability is one of it's best aspects. When you send your creatures out to
attack, your opponent will not know which creature you will augment with
the wolves until it is too late :). The same goes for defence...wait until
your foe has committed his forces, and then unleash the Wolves :).
	Using more than one Wyluli Wolf is another way in which you can
gradually increase your opponent's blood pressure :). In a Blue/Green
deck, cloning the Wolf can provide you with numerous canines capable of
creating a rather hideous creature. Three Wolves together possess the
ability to grant a +3/+3 to anything on the board, an ability which can be
invaluable.
	Consider using the Wolf on your Opponent as well. "What?!?" you
say? Hear me out. After a Creature Bond has been attached to an opponent's
creature, the Wyluli Wolf is an excellent way of increasing that creatures
power, and therefore increasing the damage done to your foe when you
destroy the beast (of course, it must be destroyed the very turn in which
the Wyluli Wolf is tapped). This same tactic can be used on a creature
which you are about to use Drain Life upon, and this will give you that
much more life for your troubles. Nothing can compare to 'helping' an
enemy and then using that help to bring him that much closer to the brink :).
Another method of using it on an opponent was first suggested by
(PHILLIPS@stsci.edu). An excellent way to prevent the appearance of the
infamous 4/4 Flying Rukh is to tap the Wolf whenever your opponent tries
to deal 3 damage to it (whether by Lightning Bolt, Drain Life or
Pestilence). While this will not work against things like Terror, it is
but one way in which that Rukh can be kept out of the conflict that much
longer.
	So what can be done against the Wolf? As with so many other useful
creatures, the primary drawback is it's strength. At 1/1, it is
susceptible to every damage and attack spell in existence. Pestilence in
particular is the bane of these creatures. The one advantage the Wolf has
over othe r1/1 creatures is the fact that it can be tapped to provide the
+1/+1 to itself :). Suddenly, that 1 point Pestilence isn't so useful
anymore :). Of course, if a Wolf is continually forced to save itself,
it's next to useless for other duties.

GIANT GROWTH!-It's hard not to find something useful when it grants a
quick enhancement of +3/+3 for the meagre cost of 1 Green Mana. Arguable,
this is one of the most useful of creature enhancements for it's cost, for
many a reason.
	Although not permanent in any respect, Giant Growth has the
advantage of surprise over many of the other creature enhancments.
Firebreathing needs to be fed from the power from the power of the
Mountains, while Holy Armour draws added protection from the Plains. Giant
Growth, however, causes an immediate and beneficial growth in a creatures
strength and toughness. In an attack situation, this means that one can
commit all of ones forces, and wait for your opponent to declare his. Once
this is done, a surprise of rather nasty proportions can be sprung.
Muscles rippling, body bulging, a creature being blocked by something
which under normal circumstances would destroy it can become the
destroyer. One of those petty 2/2 distractions you threw at him now
becomes a 5/5 menace, which will no doubt eliminate whatever was assigned
to block it. 
	In defence, Giant Growth is of equal value. When the attackers are
bearing down on you, the weakest of defenders can be enhanced long enough
to deal the kind of damage it takes to knock out your more powerful foes.
Once the attacker has committed, spring a rather nasty trap ...it's always
good for a few laughs :). Block his valued Ironroot Treefolk (3/5) with
something like the Hurloon Minotaurs (2/3). Under normal circumstances,
the Minotaurs would be crushed under those walking blocks of firewood, but
with the placement of Giant Growth on the Minotaur, you reduce the
Treefolk to kindling :).
	Giant Growth gains even more value when used in conjuction with
other creature enhancers. Used with an Unstable Mutation, Giant Growth can
be devastating. For the price of _2_ Mana, one Blue, one Green, a creature
can be given _+6/+6_ for an entire turn. Imagine placing this on something
you once thought worthless, such as the Pearled Unicorn. That 2/2 creature
is now an 8/8 juggernaut capable of wreaking devasting damage for one
whole turn...frightening :).
	Used with creatures capable of being pumped, the Giant Growth is
equally dangerous. The Dragon Engine is an excellent beast to use with
Giant Growth. Normally, the Engines ability to increase it's destructive
potential is limited by the fact that it's defence stays constant at 3.
Well, pump the Dragon Engine up as far as it will go, and then send it at
your opponent. Thinking you're making a suicide run, your opponent will
happily block it with something capable of killing it...a */3 of some sort
no doubt. THis is when you place the Giant Growth upon the Engine :).
	Worse, use Giant Growth with those creatures possessed of the
ability to Trample. 3/3 War Mammoths are creatures to be feared in their
own right, but in the later stages of a game can be blocked by a multitude
of creatures...Air Elementals, various Walls, Efreets, Djinn's and so
forth. Once one of these has been assigned to the Mammoth, a simple Giant
Growth will save the creatures life as it tramples over the blocker and
plays tag with the opposing Mage :). I won't even go into the benefits of
placing Giant Growth on the Colossus of Sardia...a 12/12 Trampler pretty
much speaks for itself.
	What can one do against this surprise increase in power? Precious
little, if you aren't possessed of counterspells. The Giant Growth
provides its benefit immediately, and there is no way of knowing for sure
where it will be placed when you are assigning blockers. It is seldom
feasable to block a feeble creature with something devastating simply in
the hopes that your opponent won't place a Giant Growth on it. Against a
Green Mage, without counterspells, you will simply have to take your
chances. Black Mages are better off than most in this respect, since they
have a multitude of Regenerating creatures with which they can block.
	Mark J.Dulcey (mdulcey@pryder.pn.com) notes that one way in which
Giant Growth can be countered is rather simple...with a Giant Growth of
your own! Wehn the opponent declares the attack, and you block he will
place the Growth upon one of his creatures, no doubt hoping to take out a
valued blocker...no matter, simply toss one of your own on the beast :).
He's out a valuable card and a creature in the same motion.
	Eric Jablow (erjablow@cais.cais.com) offers a variation on the
theme of pumping up for the attack. If you are attacking, and your
opponent decides to utilize something like the Prodigal Sorcerer or
Cuombajj witches in an attempt to fell your attackers, use the Giant
Growth the allow them the one turn margin of survival. This can also work
well if you are facing off against the D'Avenant Archers, and need to slip
that 1/1 creature in there without getting hurt too badly.
	The best use for Giant Growth offered forth was from Scott Adkins
(sadkins@ohiou.edu) who suggested that one Giant Growth a foes creature
which has been Creature Bonded. THis will guarantee an extra 3 points of
damage to the opposing mage once the Bonded creature has been destroyed :).

OUBLIETTE!-This is one of the very view Enchantments which the Necromancer
has been granted, but I am of the opinion that it is one of the most
powerful. The Oubliette captures a creature and all that it has upon it,
and removes it from play for as long as it exists. For 2 Black mana and
another of any colour, the potential of this is great indeed...consider
the following nastiness which can be performed :).
	Unlike the staple possession of the Necromancer, Terror, the
Oubliette is not limited by restrictions on what it can effect. The
Oubliette captures creatures without prejudice, and is therefore of far
more utility than Terror when used against a fellow Black Mage.
Considering that there are no spells in the Black arsenal which allow for
the removal of Enchantments, the Oubliette can be the quivalent of Terror
(though far more expensive) against the dreaded creatures of the Swamp :).
Most Necromancers sit smug and secure in the thought that their Cosmic
Horror is nigh on unstoppable. Their jaws usually drop from their skull
swhen you toss the critter into an Oubliette and watch it writhe :).
	The Oubliette is an excellent counter to all those figures of myth
and Legend which Magi seem to draw upon these days, as pointed out by Matt
Glidden (bil@abyss.wa.com). Oubliette can be utilized on those Legends
which are immune to Terror (as previously mentioned), but beyond this, it
also allows for the destruction of Legends as well. If you have in your
hand a Legend identical to one which your foe is using, simply Oubliette
his. Now considered out of play, you can play your own Legend without fear
of having it destroyed. If the Oubliette is ever removed from your
opponent's Legend, it will be to his detriment, and not yours :).
	Beyond these offensive uses, though, the Oubliette can also be
used in a defensive manner. This is best utilized in a Black/White deck
when there are Disenchants available, though any spell which will counter
the Oubliette can be used. If you have a creature in play which has been
heavily laden with enchantments, so many that it resembles nothing so much
as a walking engine of destruction, one natural wishes to keep it safe.
Unfortunately, at the same time, your foe will usually be loading up his
or her own creatures with enhancements and the like. No matter. Play an
Oubliette on your creature, and then cast some blanket Disenchantment such
as Tranquility or the like. It will clear all Enchantments save those on
your 'out of play' creature. It will also get rid of the Oubliette,
allowing you to utilize the creature the very next turn :). Better yet,
perform the same ritual, Oublietting a valued creature. Then perform a
series of blanket destruction spells. Pestilence, Wrath of God, that sort
of thing. Your Oublietted creature can watch in comfort and safety as the
minions of your enemy are laid waste. With a simple Disenchant, the
creature can be returned to your side to cause wreckage on your now
undefended opponent :).
	Oubliette is also wonderful to use against the more popular
creatures which your opponent may utilize. A Rabid Wombat in an Oubliette
cannot be targetted by those very Enchantments which make him so
dangerous. Oublietting a Legend gets by the 'return Legend to your hand'
cards quite nicely. Not dead, the Legend is nevertheless unusable :).
	Of course, as an Enchantment, the Oubliette is subject to the
usual dangers. Tranquility, Disenchant and Black Warded creatures can all
cause problems for the Oubliette. Counterspells are effective as well,
since the 3 mana cost makes it relatively easy to Spell Blast. Beyond the
usual, however, the Oubliette has few outstanding disadvantages :).

VENARIAN GOLD!-This wonderful Enchantment possesses the ability to enforce
slumber upon a creature, rendering it unable to perform it's most basic
duties. With an initial casting cost of 2 Blue mana, one then throws in as
much mana needed to keep the creature tapped for as long as you wish. For
the expenditure of 6 total mana, you can keep a beast out of action for 4
entire turns. Incredibly useful, this particular Enchantment.
	Venarian Gold is an excellent way of taking out those creature
which are causing you no end of troubles when there are few other options
available. It's an excellent addition to any deck which stocks Terror, as
the Gold can affect what the Terror cannot. In any event, the Gold can be
used to temporarily tap a creature until a more permanent solution can be
found for the critters bothersome existence. A few turns of inactivity can
allow you time to draw that Terror, Lightning Bolt or what have you :).
This is perhaps the best aspect of Venarian Gold...much like Paralyze, it
gives the harried mage breathing room in a protracted duel.
	Better yet, use the Gold as a compliment to Pestilence and
other mass destruction spells when you are preparing for an assault.
Whatever isn't taken out by your Terrors, Pestilence, Lightning Bolts,
Unsummons or what have you can be tapped with the Venarian Gold.
	One of the best cards to use in conjuction with Venarian Gold is
the Royal Assassin. The Assassin can continue to wreak havoc on your enemy
while the Gold is in play, firm in the knowledge that the creature under
it's influence will be unable to untap until the Enchantment has worn
itself out. Consider the impilications for your foe :). Whatever he or she
attacks with can be killed by the Assassin. However, if they choose to do
nothing, the Assassin can take out whatever has been powdered with the
Venarian Gold...the sheer agony of having to decide :). Whether to attack
with that Stone Giant or to sit back and allow the Gold covered Argothian
Treefolk to be assassinated. Combined with the Assassin, Venarian Gold can
provide enough deterrent to stall an attack for several turns.
	Once Venarian Gold is reaching the end of it's lifespan, however,
and the imminent recovery of the creature is at hand, what is one to do?
If one should be so lucky as to have Ramses Overdark in your service, you
can tap the fellow to destroy the creature just before the Enchantment
wears off :). There is little that is more frustrating than having a
creature on the table whose fate is sealed :).
	Agbaar the Abjurer (fang@cse.ogi.edu) once again offers some
excellent suggestions for the use of this card. Use it on a creature which
has been given the Unstable Mutation...it will slip quietly into oblivion
as the Enchantment which should have aided it destroys it instead. Against
the Erg Raiders, this Enchantment will cause no end of pain. Unable to
attack your foe, the Raiders will turn upon you and inflict 2 damage for
every turn the Gold is in effect...which could be a great deal of pain.

EARTHBIND!-Never mind the Enchantment itself...the artistic value of this
particular piece of spellcraft is quite entrancing itself :). However,
that's simply not what I'm here to discuss...rather, we're here to examine
the full range of uses for this particular piece of Magic.
	One of the most devastating things that you can face as a Mage
while involved in a duel is a flying creature, especially when you have
none of your own. While the Ornithopter provides adequate defence against
the lesser creatures of the sky, there are simply too many devastating
beasts which can wing their way over your defenders and cause carnage on
an unprecidented scale. Serra Angels, Sengir Vampires and Shivan Dragons
all are hideous foes to have to face from the sky. Earthbind is the great
equalizer, and will bring these creatures down to a level where they can
be dealt with far more easily. At a cost of 1 red mana, it's the easiest
way by far to drop a Flying creature.
	In many cases, Earthbind can be used to kill the flying creature
in the process. The 2 points of damage it causes will knock out
Ornithopters and Mesa Pegasi, leaving your Lightning Bolts and Fireballs
for the more dangerous creatures. Using Earthbind on the most devastating
of the flying creatures will allow you to block using those creatures
normally confined to the embrace of mother earth. A Shivan Dragon doesn't
possess half the terror on the ground that it does in the skies...after
all, what's so terrifying about something you can now block with the
Drudge Skeletons?
	Used in conjuction with the Grapeshot Catapult, Earthbind can even
take out the more powerful of the flyers (unpumped Dragon Whelps, Fallen
Angels, Phantom Monsters). Simply tap the Catapult while the creature is
in the air, and then finish the job by slapping an Earthbind on the beast :).
	If you are one of those Magi who is fortunate enough to utilize
the Legends, then there is an even better use for Earthbind. The Flying
creature under the influence of this Enchantment can now be blocked quite
easily by the Enchanted Being or the Wall of Putrid Flesh, and when so
blocked will inflict no damage. Where once their flew a proud and devilish
dangerous Shivan, there now cowers a whimpering lizard which can't even
get by a 2/2 creature such as the Being :). A humbling experience to be
sure :).
	Earthbind can also be used to take out pesky creatures like the
Prodigal Sorcerer, the afore mentioned Enchanted Being, D'Avenant Archers
and other such assorted irritants. 'How is this possible?' you say, seeing
as how none of these creatures are flying? Well, toss a Jump on them, and
they'll be flying soon enough...and when the Earthbind brings them
crashing to Earth, they'll be finished :). Certainly more complicated than
using a Lightning Bolt or Pestilence, but if there are no other options
available it will serve well enough in a pinch.
	The Earthbind, once in place, also renders the creature
susceptible to the frightening power of the dread Ramses Overdark. If the
Enchantment itself doesn't send the creature on towards the next life,
Ramses most assuradly will :).

BATTERING RAM!-Indeed, as 2 mana creatures go, this one is better than
most. Consider first the fact that the mana needed is colourless, and
unlike so many other beasts, the Ram can be brought out with any
combination of two lands. And with the special ability it possesses, the
Ram can become instantly useful. Anything which bands while attacking can
serve a purpose, but the added ability to destroy any wall which blocks it
is truly wonderful indeed :).
	A Battering Ram is really only useful on the offensive, when it's
special abilities to band and destroy walls are most effective. Indeed,
it's the only time they are effective. Otherwise the Ram simply becomes an
expensive 1/1 defender...not what you want at all. So the question is how
best to utilize the Ram on the attack.
	Personally, I prefer the combination of Battering Ram/Drudge
Skeletons. Cheap to get out, this combination is truly evil as an opponent
will soon learn. Granted, it only does 2 Damage, but this can easily be
augmented with the judicious placement of Firebreathing and Unholy
Strength, or any other such Enchantment...now consider what you have. If
anything blocks the Ram/Skeleton combination, all the damage can be
assigned to the Skeletons, which can thereafter regenerate. If the
blocking creature is a wall, then it falls to the power of the Battering
Ram. In both cases, you've lost absolutely nothing.
	Other combinations which can prove effective are joining the Ram
with either the Abomination, Infernal Medusa or Basilisk...these
combinations will, in essence, destroy 80-90% of the blockers thrown
against them. Wonderful :).
	The Battering Ram is also extraordinarily useful when you face a
foe with numerous creatures along the lines of the Wall of Shadows and
Wall of Vapor, which reduce damage done to them to 0. Not against the
Battering Ram. Since previous laws of Magic have determined that abilities
such as those of the Battering Ram are not considered damage, if either of
these Walls blocks the Ram, they will be blasted into nothingness.
	When facing one of those truly infuriating Wall Mages, the
Battering Ram can be rendered absolutely terrifying with the addition of
any card which forces the defenders to block a single creature (False
Orders and similar magics). Whereas the Mage once felt secure behind his
dozens of Walls, imagine the fear etched into his features when all those
walls are decimated by the Battering Ram. If banding with a Regenerator,
you opponent won't even have the satisfaction of seeing the Ram fall.
	Battering Ram is, sadly, highly susceptible to all sorts of
nastiness. Every artifact blasting enchanntment around can lay it low, and
it's also susceptible to those creature damaging atrocities such as
Lightning Bolt, Fireball and the like. I usually stick a Regeneration on
the poor fellow to keep him around long enough to be useful, or at the
very worst I utilize a Holy Strength. The key to succesfully using the Ram
is having it stick around long enough to be useful :).
	Of course, the Ram will not be to everyone's taste. I always have
one in my spellbook, as I've found that most Magi utilize walls of one
sort or another in their duels. And even if they do not, a Banding
creature on the attack is always useful. However, should you be facing a
Magi who has no use for Walls, it may be a better idea to replace the Ram
with something like the Benalish Hero.
	James Hamblin (jhamblin@sunlab.cit.cornell.edu) offers up a
combination of truly malicious proportions...band the Battering Ram with a
Marble Priest, and every Wall in the defensive line of the opposing mage
will be destroyed. Truly wonderful :).

RED ELEMENTAL BLAST!-One of the few counterspells which can be found
within the arsenal of Red, this 1 mana Interrupt can provide the Mountain
born Mage with a potent offensive weapon. Able not only to counter any
Blue spell cast, but also destroy any Blue card in play, the uses for this
particular spell are many and varied.
	Obviously, as a counter, this wonderful little creation can be
outstanding. Against the island wielders, a Red Mage often finds his
Fireballs and Disintegrates countered with all sorts of redundant and
pedantic magic :). Imagine the horror on the features of those opponents
when their precious counterspells are in turn knocked out by the power of
the Red Elemental Blast. As the last spell cast takes effect first...well,
I leave the results open for your imagination :).
	Taking out those creations of blue which are already in play is
also extraordinarily useful. Psychic Venom and Phantasmal Terrain,
nusiances of a most distressing nature, can both be removed with the
application of a Blast.
	What use has the Red Elemental blast against those Magi who
choose not use the powers of blue? None you may say, and in many cases you
are right. Consider the options open to a Mountain Mage who has allied
himself with the powers of Blue himself. Now the uses of the Red Elemental
Blast are more varied...
	Use the 'lace card to switch the colour of an opposing spell or
creature to blue, and end it's miserable existence with a quick
Red Elemental Blast. It's a nice, cheap way to get rid of almost anything
on the board...Aladdin's Lamp, the Fungusaur a Lord of the Pit...the 'lace
Elemental Blast combination can be used in almost any situation.
	If you haven't access to the 'lace, consider using the Legends
card Sea Kings Blessing....change his most powerful creatures into Blue
ones and then proceed to blast them into oblivion with the Elemental spell
:). Nothing can compare to the thrill of destroying that which your foe
thought nigh on invincible :).
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Huge thanks have to go out to the hundreds of people who have responded to
the Single Card Strategies and who have helped make them a success :). I
can't list all of you, and don't want to forget anyone. You know who you
are, take a bow :).

Sincerely,
Jeff Franzmann








