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Goblin Bonbardment (Enchantment, 1R, Sacrifice a creature: Goblin Bombardment deals 1 damage to target creature or player. Tempest uncommon)
Any player new to Magic would love to own this pair of cards. The reason why should be obvious to anyone who remembers his or her early days: it is a combo. All you need to do is add any creature that costs 0 mana (of which there are no less than 6). Simply have all three in play, sacrifice the creature to deal one damage to your opponent, return it to your hand, cast it, lather, rinse, repeat. Infinite damage. Such combos (like the infamous Ley Druid-Paralyze-Lotus Vale-Overgrowth infinite mana monstrosity) are usually too fragile for tournament play. However, this combo soon gained notice among Pro Tour players, becoming one of the most successful deck archetypes of the PT-LA 3 Extended Qualifiers in late 1997 and early 1998. This column will examine the reasons for its success, its evolution, and two of its recent successful variants.
What Makes It Stand Out?
To answer this question, we must first understand why do most combos of this sort usually fail. The aforementioned Druid Infinite Mana Loop serves as an excellent example of this. Its first problem is you need to draw four different cards (each of which is restricted to four per deck) for it to work. This means that you will rarely, if ever, draw the entire array during a single game. Also, it is easily disrupted. If any of its components is destroyed/countered/discarded, you're back to square one. The final nail in its coffin is that it involves enchantments that target permanents. If the permanent perishes so does the enchantment on it.
Thre Three Parts of a Combo Deck
A combo deck like this generally needs three parts to work well. The first is the kill mechanism. In our case, it's Renewal, et al. The second component is the acceleration to get the combo out faster. Usually this comes in the form of searching through the deck for the kill mechanism, but often also includes mana acceleration. The third component is the stall. Essentially, it's how you keep yourself alive until you "go off." The creators of the Renewal-Bombardment deck (which came to be called Fruity Pebbles) found a way to implement this portion while avoiding disruption: counterspells.
PT-Los Angeles 3 Qualifiers
Here is a fairly standard Fruity Pebbles deck from the LA 3 PTQ's:
For Fruity Pebbles, the norm was much like this deck: 10-15 counterspells, 8-10 search cards, 4-6 0-critters to round out the combo, around 2 general board control cards (usually Pyroclasm or Disenchant), and 3-4 Tithes. Tithe worked especially well in Fruity Pebbles for two reasons: it thinned out the deck, making the combo more accessible, and it could search for dual lands, inproving the deck's mana consistency. I like this particular Fruity Pebbles because it utilizes the raw speed of Lotus Petal and combats disruption with Recall.
However, Fruity Pebbles still had problems. Two are adequately illustrated by these quotes:
"Pebbles had to develop the board . . . was vulnerable to aura of silence and disenchant . . . had a . . . fragile mana base, needing to cast spells across three colors . . .." -Lan Ho after PT Chicago 1999
Not only that, but swarm decks became faster and faster. Pro Tour Jank, a White Weenie deck enhanced by red direct damage, combated Pebbles with speed and Disenchant. Fast beatdown decks received a number of great cards in Tempest and the following expansions, such as Jackal Pup, Cursed Scroll, Mogg Flunkies, Carnophage, Hatred, Goblin Lackey, Elvish Lyrist, Rancor, etc. Tempest also gave players Wasteland, which hurt Pebbles's multi-color land base. Finally, Pox decks gave Fruity Pebbles serious problems with their massive amounts of disruption.
However, several players found ways to improve Pebbles by combining it with other successful archetypes. One such hybrid developed by Team Your Move Games using Recurring Survival is called Wheaties (note: I have also heard it called Trix, and I'm not sure which is correct). Recurring Survival worked incredibly well with Pebbles for many reasons. Rec-Sur could easily grab a walker from its deck, or an Academy Rector to fetch an enchantment. Therefore, it could run fewer copies of the combo without suffering; it was flexible enough to win with or without it. Here is one example of a Wheaties deck that fared well, but like its parent Rec-Sur, different decks could vary so much that there was no set pattern for deck construction.
At present, all form of Fruity Pebbles are doing quite well. Cocoa Pebbles even shows promise as a dominant deck type. At any rate, these decks are all fun to play and very tournament viable.
Note: This article turned out to be pretty long, as I was examining three different archetypes. Future articles will be more focused and thus either shorter or more detailed.
Nicholas A. B. Rupprecht
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