Lands (20):
| 11 | Island |
| 6 | Swamp |
| 2 | Tainter Isle |
| 1 | Salt Marsh |
Spells (40):
| 4 | Megrim |
| 4 | Sunken Hope |
| 4 | Warped Devotion |
| 4 | Memory Jar |
| 1 | Isochron Scepter |
| 4 | Counterspell |
| 4 | Recoil |
| 3 | Boomerang |
| 4 | Curfew |
| 2 | Evacuation |
| 2 | Flux |
| 2 | Fact or Fiction |
| 2 | Mind Twist |
How It Works:
Ah, this was my
very first deck. Back then, though, it used to be a black/blue/white
gating deck. Wow, did that deck suck! Anyway, through countless games and
alterations the gating deck morphed into the above bounce/discard deck. I
highly doubt that this deck list is final; I probably will make some
changes like reintroduce Force of Will, Tainted Æther, or Demonic Tutor or
maybe I’ll add another scepter. So, the idea behind this deck is to get
Megrim and Warped Devotion out and start bouncing. If all else fails, go
for the 14-damage-to-all-combo with Memory Jar and Megrim. If things look
bleak and you have a Memory Jar and no Megrim, wait another turn after
playing the jar so you can have all of your lands untapped and then use
the jar in hopes of drawing the Megrim. Don’t be afraid to use the Mind
Twist early before getting the Megrim. Oh, and try not to Flux without
Megrim in play. And protect those Megrims at all costs!