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  <title>Peasant Magic  - Comments</title>
  <link>http://peasant-magic.frederic-meurin.com/index.php/</link>
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  <description>A federating place to Peasant Magic</description>
  <language>en</language>
  <pubDate>Wed, 11 Aug 2010 14:33:07 +0200</pubDate>
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  <docs>http://blogs.law.harvard.edu/tech/rss</docs>
  <generator>Dotclear</generator>
  
    
    
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    <title>Happy new year - NOZE</title>
    <link>http://peasant-magic.frederic-meurin.com/index.php/post/2008/01/07/Happy-new-year#c3194</link>
    <guid isPermaLink="false">urn:md5:1f4e406410eaa982b640d9df5edcfb1c</guid>
    <pubDate>Wed, 11 Aug 2010 16:33:05 +0200</pubDate>
    <dc:creator>NOZE</dc:creator>
    
    <description>&lt;p&gt;Классно тут у тебя! Пиши исчо!!!&lt;/p&gt;</description>
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    <title>Goblin Storm, second try - Angelicfury</title>
    <link>http://peasant-magic.frederic-meurin.com/index.php/post/2007/01/08/Goblin-Storm#c2498</link>
    <guid isPermaLink="false">urn:md5:c174ed6689027c2a06473b9d36e80c6f</guid>
    <pubDate>Sat, 07 Nov 2009 12:22:46 +0100</pubDate>
    <dc:creator>Angelicfury</dc:creator>
    
    <description>&lt;p&gt;Hello, i'm an old player of magic and i had finished pf play same tim,e ago;i had alway play whith with goblin ,mono red shot and blu-red(counter and shot) tipical deck of 1998 now i'd like became to play;this deck i think that is pretty but i don't understand how to use storm deck and why in the goblin deck there are forest and fecondity(sure there used for some combo)but i don't know this new method to play magoc please can you explicate me how to use this deck and the utulity of green????&lt;br /&gt;
thank you&lt;/p&gt;</description>
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    <title>Happy new year - Francisca</title>
    <link>http://peasant-magic.frederic-meurin.com/index.php/post/2008/01/07/Happy-new-year#c2429</link>
    <guid isPermaLink="false">urn:md5:0a8a389a4444cf1484c702210cf9c1c2</guid>
    <pubDate>Mon, 20 Jul 2009 14:51:52 +0200</pubDate>
    <dc:creator>Francisca</dc:creator>
    
    <description>&lt;p&gt;Merci! Il est bon de prendre une telle rare salut la nouvelle année!&lt;/p&gt;</description>
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    <title>White Winnie - Frédéric Meurin</title>
    <link>http://peasant-magic.frederic-meurin.com/index.php/post/2007/07/23/White-Winnie#c1107</link>
    <guid isPermaLink="false">urn:md5:32edfdae354281ca0f35f186cca9f78b</guid>
    <pubDate>Thu, 27 Sep 2007 14:25:00 +0200</pubDate>
    <dc:creator>Frédéric Meurin</dc:creator>
    
    <description>&lt;p&gt;I guess you're talking about Empyrial armor. It's a great Aura, all right. But it only works with a good drawing engine. Rebels offer one, but it's quite slow, and Land tax is just better at doing the job.&lt;/p&gt;
&lt;p&gt;It's a choice, but it's not this deck's choice.&lt;/p&gt;</description>
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    <title>White Winnie - Ufactor</title>
    <link>http://peasant-magic.frederic-meurin.com/index.php/post/2007/07/23/White-Winnie#c1103</link>
    <guid isPermaLink="false">urn:md5:ac66285e6d33d15094cb6a8fd87b0891</guid>
    <pubDate>Wed, 12 Sep 2007 19:33:20 +0200</pubDate>
    <dc:creator>Ufactor</dc:creator>
    
    <description>&lt;p&gt;*cough* Empirical Armor *cough*&lt;/p&gt;</description>
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    <title>Future sight review - Frédéric Meurin</title>
    <link>http://peasant-magic.frederic-meurin.com/index.php/post/2007/04/20/Future-sight-review#c1055</link>
    <guid isPermaLink="false">urn:md5:ca0ed1d317a3e85ff1ca4b732e49abc3</guid>
    <pubDate>Fri, 03 Aug 2007 18:03:14 +0200</pubDate>
    <dc:creator>Frédéric Meurin</dc:creator>
    
    <description>&lt;p&gt;Err... I'm sorry to tell you cannot play vitalize to Convoke a Primarch with only 4 creatures. Just because you can't play any response to a casting cost. See what I mean, with my poor english ?&lt;/p&gt;
&lt;p&gt;You have 4 creatures on board. You play Kavu Primarch. You have to pay it before you can do anything else, like playing another spell. So you must tap your 4 creatures, and 4 four manas. Or you don't play it.&lt;/p&gt;
&lt;p&gt;Anyway, thx for the good words.&lt;/p&gt;</description>
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    <title>Future sight review - Pat Barclay</title>
    <link>http://peasant-magic.frederic-meurin.com/index.php/post/2007/04/20/Future-sight-review#c1053</link>
    <guid isPermaLink="false">urn:md5:94cf7e58c037f8acef0162402e16cf7a</guid>
    <pubDate>Wed, 01 Aug 2007 19:47:10 +0200</pubDate>
    <dc:creator>Pat Barclay</dc:creator>
    
    <description>&lt;p&gt;Frederic -&lt;/p&gt;


&lt;p&gt;Enjoy your comments as usual.&lt;/p&gt;


&lt;p&gt;Even though it is more expensive, remember Foresee nets you two cards for 3U, where Impulse only gets you one for 1U.  As you have noted, Foresee potentially lets you dig six deep, and I've found that this can make a big difference when searching for combo pieces (though it helps to have mana acceleration like Lotus Petal to play Foresee on turn three if called for).&lt;/p&gt;


&lt;p&gt;Kavu Primarch might be more useful with something like Vitalize in your hand.  With three mana, three untapped creatures and a Vitalize in hand, that 7/7 could hit the board on turn three.  And green doesn't have Rancor (or Armadillo Cloak) for nothing.&lt;/p&gt;


&lt;p&gt;Judge Unworthy is far from perfect, but it's worth considering as a common Swords to Plowshares alternative.  JU will probably be able to deal at least 2 damage in most instances, and is still a decent combat trick if you choose not to block, or gang up on a fatty.  Path of Peace and Misfortune's Gain cost 3W and are sorceries.  Holy Light costs 2W and gives nonwhite creatures -1/-1 until end of turn.&lt;/p&gt;</description>
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    <title>ProsTides - Neil_Peet</title>
    <link>http://peasant-magic.frederic-meurin.com/index.php/post/2006/08/16/ProsTides#c1051</link>
    <guid isPermaLink="false">urn:md5:c120a819e22756db0194596c63cfbf7d</guid>
    <pubDate>Mon, 30 Jul 2007 17:49:18 +0200</pubDate>
    <dc:creator>Neil_Peet</dc:creator>
    
    <description>&lt;p&gt;*chuckle*&lt;br /&gt;
Well, I guess the banning of brainfreeze is the reason my decklist is now useless! Sorry about that, I just got into peasant and am not quite up to standards on the lists of banned cards. 4 x Brainfreeze is of course the kill card, you have to love the storm mechanic...&lt;/p&gt;


&lt;p&gt;My apologies for &amp;quot;spamming&amp;quot; your comment board!&lt;/p&gt;


&lt;p&gt;I guess the other problem would be that brainfreeze is uncommon, which would mean you could only run 1-2 with 3-4 turnabouts and no flash of insight? *sigh* Which would ruin the consistency of the deck. The Prosperity deck makes more sense in this case I guess, but would defeat the whole purpose for me, as it just slows it down so much.&lt;/p&gt;</description>
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    <title>ProsTides - Frédéric Meurin</title>
    <link>http://peasant-magic.frederic-meurin.com/index.php/post/2006/08/16/ProsTides#c1049</link>
    <guid isPermaLink="false">urn:md5:ba631777ee00a909bdb5a9ae851a6de0</guid>
    <pubDate>Sun, 29 Jul 2007 09:33:03 +0200</pubDate>
    <dc:creator>Frédéric Meurin</dc:creator>
    
    <description>&lt;p&gt;Errr... There's something I don't understand. Actually, two things. You've got 1 Flash of insight, and 4 Turnabout. Ok. But what's the kill ? Moreover, you're talking about Brainfreeze (which is NOT in your list), you oughta know this card is banned, according to Official Peasant rules (as you can see them on this site, or on the official Geocities one).&lt;/p&gt;
&lt;p&gt;Anyway, ProsTides was a good deck, but out there in France, we just banned Frantic Search, as the Ritual Agony deck was just too strong. We also banned its spin off, known as Warren Agony, which didn't use Frantic Search but could kill on Turn 1 or 2 nevertheless...&lt;/p&gt;
&lt;p&gt;But if you could precise what your kill is, I'd be happy to update the site with an all instant ProsTide list.&lt;/p&gt;</description>
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    <title>ProsTides - Neil_Peet</title>
    <link>http://peasant-magic.frederic-meurin.com/index.php/post/2006/08/16/ProsTides#c1048</link>
    <guid isPermaLink="false">urn:md5:732b6a2b01869f7814e3344558698499</guid>
    <pubDate>Fri, 27 Jul 2007 22:03:13 +0200</pubDate>
    <dc:creator>Neil_Peet</dc:creator>
    
    <description>&lt;p&gt;Ok, not to be critical, but this version can only go off on your own turn, as it is relying partially on could of faries comboing with snap / or whatever to generate some mana loops. If you are allowed uncommons, go with turnabout from Urza's Saga which also acts as a one turn delay if you target your opponent (if they are getting ahead of you). You also really want some way of forcing your opponet to draw at instant speed in case you need to trigger multiple brainreeze to get around some sort of graveyard protection (gaea's blessing?)&lt;/p&gt;


&lt;p&gt;Basically what this deck allows you to do is to go off at any time, in response to anything. And you can go off in response to someone else going off to your going off (confused?). If Gaea's blessing hits the graveyard from the library, that is itself a trigger... simply start all over again IN RESPONSE to that trigger, digging into your deck until you find another brainfreeze and do it again. In order to kill them though, you HAVE to get them to draw a card before the gaea's blessing resolves, otherwise their graveyard goes back into the library before they have to draw, which is where words of wisdom comes in, if they cannot draw the card... they lose. The best time to go off, if you have a choice is on your opponents turn in their draw step, BEFORE they draw so that when everything resolves... they lose!&lt;/p&gt;


&lt;p&gt;Here is a revised, ALL instants decklist (which I actually use... slightly modified... for competitive play):&lt;/p&gt;


&lt;p&gt;4 x high tide&lt;br /&gt;
3-4 x turnabout *UNCOMMON*&lt;br /&gt;
(this is a key card, I recommend 4 and 1 flash of insight)&lt;br /&gt;
4 x words of wisdom (can use to get opponent to draw)&lt;br /&gt;
4 x frantic search&lt;br /&gt;
4 x obssesive search&lt;br /&gt;
4 x disrupt&lt;br /&gt;
4 x opt instead&lt;br /&gt;
1-2 x flash of insight *UNCOMMON*&lt;br /&gt;
(flash allows insane dig, you want to discard it and use it from the graveyard)&lt;br /&gt;
2 x gush&lt;br /&gt;
2 x peer through depths&lt;br /&gt;
4 x brainstorm&lt;br /&gt;
3 x impulse&lt;br /&gt;
(normally restricted, can substitute for 3 whispers of the muse)&lt;/p&gt;


&lt;p&gt;20 x island&lt;/p&gt;


&lt;p&gt;SIDEBOARD&lt;br /&gt;
4 x echoing truth&lt;br /&gt;
4 x snap&lt;br /&gt;
3 x chain of vapour&lt;br /&gt;
2 x gush&lt;br /&gt;
2 x peer through depths&lt;br /&gt;
(sideboard is not perfect, but playable ... really need another couple of counterspells)&lt;/p&gt;</description>
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    <title>White Winnie - kanoyams</title>
    <link>http://peasant-magic.frederic-meurin.com/index.php/post/2007/07/23/White-Winnie#c1045</link>
    <guid isPermaLink="false">urn:md5:8a9e49dfb178d12073c45a1da9c52d83</guid>
    <pubDate>Fri, 27 Jul 2007 06:37:39 +0200</pubDate>
    <dc:creator>kanoyams</dc:creator>
    
    <description>&lt;p&gt;I like Chris's build of White Weenie: It looks like it can do all the things that most WW builds need to do, like slow opponents down, while beating with small creatures. Ramosian Sergeant is probably the best one-drop available for the deck.&lt;/p&gt;


&lt;p&gt;Personally, I prefer using Ancient Tomb as an accelerator in the uncommon slot. In place of Swords to Plowshares, I substitute in Gaze of Justice. It's not as good as Swords, but it's common and sometimes card advantage if you can get Ancient Tomb online.&lt;/p&gt;


&lt;p&gt;Frontline Strategist should be a must have in most White Weenie decks, as it can be played as a Fog effect.&lt;/p&gt;


&lt;p&gt;How has Chris's deck done in testing?&lt;/p&gt;</description>
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    <title>Goblin Storm, second try - Frédéric Meurin</title>
    <link>http://peasant-magic.frederic-meurin.com/index.php/post/2007/01/08/Goblin-Storm#c1041</link>
    <guid isPermaLink="false">urn:md5:c04a29a2513d7c0f517d50ada2015765</guid>
    <pubDate>Fri, 20 Jul 2007 10:24:37 +0200</pubDate>
    <dc:creator>Frédéric Meurin</dc:creator>
    
    <description>&lt;p&gt;Reclaim is indeed good, since it can drag a lot of things, but slow. It kills your next draw, forces you to cast again your Enchantment / Artifact, ect, ect...&lt;/p&gt;
&lt;p&gt;A more protective option is needed, one that wouldn't allow your key card to fill the grave. I have found this card, actually, but won't let you know too fast... Have a guess ?&lt;/p&gt;</description>
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    <title>Goblin Storm, second try - purplepat</title>
    <link>http://peasant-magic.frederic-meurin.com/index.php/post/2007/01/08/Goblin-Storm#c979</link>
    <guid isPermaLink="false">urn:md5:372010f544f60221fa4a26ffe090133f</guid>
    <pubDate>Thu, 31 May 2007 22:35:37 +0200</pubDate>
    <dc:creator>purplepat</dc:creator>
    
    <description>&lt;p&gt;Thanks for the decklist, Frederic&lt;/p&gt;


&lt;p&gt;The tutoring issue applies whether you are talking about Skullclamp or Fecundity, just as Skullclamp is just about as vulnerable to Disenchant/Naturalize spells as Fecundity is...perhaps moreso, since I get the idea that there's more artifact than enchantment fear/hate in most decks.  However, (and I'm not sure what you'd take out for it), Reclaim could be a good card to include.  It could pull Fecundity or Skullclamp out of the grave, or your just-resolved Empty the Warrens, or one of the red mana generating spells like Rite of Flame.&lt;/p&gt;</description>
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    <title>Tortured existence, updated - Chris</title>
    <link>http://peasant-magic.frederic-meurin.com/index.php/post/2007/01/24/Tortured-existence-updated#c908</link>
    <guid isPermaLink="false">urn:md5:82ed6e500ee79ec6d0df1937d8698342</guid>
    <pubDate>Thu, 26 Apr 2007 17:16:12 +0200</pubDate>
    <dc:creator>Chris</dc:creator>
    
    <description>&lt;p&gt;I'm not really sure what Uktabi Drake accomplishes. I generally find that this deck either fails to gain control (and loses) or gains control (and can win in all sorts of ways. Lots of lifegain followed by lots of Crypt Rats is probably my most common way of winning.) The two damage in the early game doesn't seem worth it. It might be worth it as a blocker -- especially vs. Somber Hoverguard, but in general it's not very exciting. I'd rather run 1 copy of Krosan Tusker or Twisted Automaton. Either card is useful in the early-mid game, and then makes a pretty good win condition once you've got control.&lt;/p&gt;


&lt;p&gt;I'll test out Songs of the Damned. This deck is so mana-hungry -- you can always gain more life with Golgari Brownscale -- that the mana will be useful in the late game, but I'm not sure that you really &amp;lt;i&amp;gt;need&amp;lt;/i&amp;gt; the extra mana.&lt;/p&gt;


&lt;p&gt;The build I've been using has a couple more lands. I don't ever want to miss land drops. I usually find that the first cards I put on the bottom of my library with Battlefield Scrounger are Swamps, so that my recursed Sakura-Tribe Elders have something to fetch. I'm actually running 4 x Golgari Rot Farm (which are each something like two lands).&lt;/p&gt;


&lt;p&gt;I'd also lean more towards Swamps than Forests. The mana is a little bit awkward in that you really, really want the first Green mana, but after the third or forth Green mana isn't very important. On the other hand, the first Black mana isn't nearly as important -- you can find it with Sakura-Tribe Elder or Fa'adiyah Seer. The third or forth Black mana, on the other hand, is almost as important as the first, since you're gaining more life, or using Crypt Rats for more damage, or playing Sakura-Tribe Elder more times (since you use a black mana each time you recur it.)&lt;/p&gt;


&lt;p&gt;I'm not running Eternal Witness, but I think I'm making a mistake.&lt;/p&gt;


&lt;p&gt;Cheers,&lt;/p&gt;


&lt;p&gt;Chris&lt;/p&gt;</description>
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    <title>Goblin Storm, second try - Frédéric Meurin</title>
    <link>http://peasant-magic.frederic-meurin.com/index.php/post/2007/01/08/Goblin-Storm#c875</link>
    <guid isPermaLink="false">urn:md5:cd6026d1f48a9e44a878af511fc84830</guid>
    <pubDate>Tue, 13 Mar 2007 21:28:05 +0100</pubDate>
    <dc:creator>Frédéric Meurin</dc:creator>
    
    <description>&lt;p&gt;The real problem of this deck is not its acceleration, you have fair enough. It's its creature, there's plenty of too. It's not even a second kill if you need one : you got some of these too.&lt;/p&gt;
&lt;p&gt;No, its real problem is the stability, just like in KoboldClamp, just worse. You can't rely on any tutoring card to get your Fecundity if it doesn't show up or get Naturalized. At least, not in G or R. Adding blue doesn't help, since it's neither an artifact nor a instant or sorcery, white might help but you can only use Enlightned tutor... which is an unco... I came wondering if this deck is not &amp;quot;just a good extend idea&amp;quot;. Or a No rare Extend deck.&lt;/p&gt;</description>
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    <title>Goblin Storm, second try - kanoyams</title>
    <link>http://peasant-magic.frederic-meurin.com/index.php/post/2007/01/08/Goblin-Storm#c864</link>
    <guid isPermaLink="false">urn:md5:da0d230615b69b007aa6b8b4e06bb66f</guid>
    <pubDate>Thu, 01 Mar 2007 23:08:20 +0100</pubDate>
    <dc:creator>kanoyams</dc:creator>
    
    <description>&lt;p&gt;Great deck! It reminds me a lot of Foodchain Goblins.&lt;/p&gt;


&lt;p&gt;Like FCGs, your deck requires mana-stabilization, acceleration and a high threat count. The Vintage FCG has combos that create draw (like Recruiter/Ringleader).&lt;/p&gt;


&lt;p&gt;Unfortunately, because we do not have access to a lot of uncommon or rare cards, fixing your mana base will end up costing you tempo, and speed is everything in both combo and aggro. Here are some suggestions:&lt;/p&gt;


&lt;p&gt;Wild Cantor: It's really a four-of in your deck. It's a threat, it's acceleration and it's mana-fixing. Three is good. Four is better.&lt;/p&gt;


&lt;p&gt;Geothermal Crevice: The Invasion sac-lands are probably a fairly good choice - in particular, Geothermal Crevice, because it produces R and sacs for GB. It's acceleration and, once you begin the combo, you don't need your mana base. You could probably replace a few Mountains with Crevices.&lt;/p&gt;


&lt;p&gt;As far as acceleration is concerned, use Simian Spirit Guide. It might not be a Goblin, but it is a potential threat and it's acceleration.&lt;/p&gt;


&lt;p&gt;And, finally, the surest way to increase your threat count is to increase the number of creatures. If you can, combine threats with mana acceleration and/or mana stabilization, such as with Simian Spirit Guide and Cantor.&lt;/p&gt;


&lt;p&gt;Some cards I don't like:&lt;/p&gt;


&lt;p&gt;Goblin Recruiter: It's great combined with Goblin Ringleader, but otherwise is not a great use of the uncommon slot. I think you are better off playing with an extra Fecundity.&lt;/p&gt;


&lt;p&gt;The Warchief is a must have - because once you start the combo and begin cycling through your deck, it becomes the kill card.&lt;/p&gt;</description>
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    <title>Goblin Storm - Frédéric Meurin</title>
    <link>http://peasant-magic.frederic-meurin.com/index.php/post/2006/09/29/Goblin-Storm#c861</link>
    <guid isPermaLink="false">urn:md5:1279e9419ca67dca79ce3cdc7c8f3408</guid>
    <pubDate>Sun, 25 Feb 2007 16:48:31 +0100</pubDate>
    <dc:creator>Frédéric Meurin</dc:creator>
    
    <description>&lt;p&gt;For Gremag : You have it. Here's the &lt;a href=&quot;http://www.frederic-meurin.com/dotclear/peasant.php/post/2007/01/08/Goblin-Storm&quot; rel=&quot;nofollow&quot;&gt;list&lt;/a&gt; as I was working on a non-Clamp way to combo on.&lt;/p&gt;</description>
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    <title>Goblin Storm - gremag</title>
    <link>http://peasant-magic.frederic-meurin.com/index.php/post/2006/09/29/Goblin-Storm#c856</link>
    <guid isPermaLink="false">urn:md5:0bde36441d567e057ba22f3541c65a79</guid>
    <pubDate>Tue, 13 Feb 2007 08:27:05 +0100</pubDate>
    <dc:creator>gremag</dc:creator>
    
    <description>&lt;p&gt;and if skullclamp is banned ?
(as Christophe wish to !)&lt;/p&gt;


&lt;p&gt;how can the deck survive without skullclamp ?&lt;/p&gt;


&lt;p&gt;(add green for fecundity ???)&lt;/p&gt;</description>
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    <title>Tortured existence, updated - kanoyams</title>
    <link>http://peasant-magic.frederic-meurin.com/index.php/post/2007/01/24/Tortured-existence-updated#c849</link>
    <guid isPermaLink="false">urn:md5:b5df6ffe5446771f4415fd42d39f1dde</guid>
    <pubDate>Tue, 06 Feb 2007 15:35:59 +0100</pubDate>
    <dc:creator>kanoyams</dc:creator>
    
    <description>&lt;p&gt;Frederic, you are correct, Demonic Tutor is a great card. If it is in your hand, it can be turned into any card in your deck. It increases the likelihood that you will be able to play Tortured Existence or Silvan Library.&lt;/p&gt;


&lt;p&gt;However, it's only a single card and the chances of you drawing it are low.&lt;/p&gt;


&lt;p&gt;Because you will be dredging from your library into your graveyard, you are more likely to be able to play something with flashback. It's just statistics.&lt;/p&gt;


&lt;p&gt;Dread Return has flashback and it's an animation card. Unfortunately, there's no creature fat in your deck - not even Blastoderm or Krosan Tusker? - for Dread Return to be effective. It was just a suggestion.&lt;/p&gt;


&lt;p&gt;By the way, Songs of the Damned is a nice touch, but it's not really acceleration, not in the early game, at least. Even in your deck, it seems like it won't be accelerating anything until turn three or four (at the earliest).&lt;/p&gt;</description>
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    <title>Tortured existence, updated - Frédéric Meurin</title>
    <link>http://peasant-magic.frederic-meurin.com/index.php/post/2007/01/24/Tortured-existence-updated#c848</link>
    <guid isPermaLink="false">urn:md5:b6f627afe1adc1cc3c00c5e4a317fa36</guid>
    <pubDate>Mon, 05 Feb 2007 15:05:00 +0100</pubDate>
    <dc:creator>Frédéric Meurin</dc:creator>
    
    <description>&lt;p&gt;Isn't Dread return just awful when you can play Unearth ?&lt;/p&gt;
&lt;p&gt;Demonic tutor is the kind of card you want when you don't have a Tortured existence or a Silvan libraryy, or one in graveyard but no Eternal witness in hand.&lt;/p&gt;</description>
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