From Deep Magic by Charles Wolfe and George baxter, 1996, pp. 145-146.
Changes to the Banned/Restricted Lists have been made since then.
"The Ping deck was built after looking at the Psionic Entity and wondering just what it would take to make it work and work well. Obviously there has to be some way to keep it from killing itself. The first addition was of Holy Strength. Since the Entity does five points of damage when it uses its ability - three to itself and two to the opponent - the Spirit Link was added.
There are a number of problems with this combination, though. The first major difficulty is that the combination requires three cards, and if the Entity is eliminated the card economy and turn economy are lost along with it, which can be devastating. This is the why the combination is protected by eight counter magic cards.
The rest of the deck is a combination of non-combat creature damage (Prodigal Sorcerors, Javelineers) and first-striking Tundra Wolves, an effective combination. If you have a Tundra Wolf, Javelineers, and two Prodigal Sorcerors you can use them to kill an opponent's Vampire or Serra Angel if they choose to block the Tundra Wolf. The Disrupting Scepter can be used to reduce the number of problems that the Ping has to deal with. This in combination with all of the non-combatal creature damage makes this deck perform relatively well in terms of card economy.
This deck is fun but could have a number of problems with large fast creature decks, burn decks, and possibly land destruction. The large fast creature decks will usually be too fast for the Ping. The burn decks will more than likely eliminate all of the Ping's creatures and win in card economy. The COP Reds in the sideboard should help against burn decks but they will still be difficult to overcome. Land destruction mixed with Black Vises will more than likely overcome the Ping because of its already slow development."
The Ping
Creatures
3 Psionic Entities
4 Prodigal Sorcerors
2 Serra Angels
4 Tundra Wolves
4 Zuran Spellcasters
2 Icatian Javelineers
Spells
1 Jandor's Saddlebags
4 Holy Strengths
2 Spell Blasts
2 Disrupting Scepters
4 Counterspells
3 Spirit Links
2 Power Sinks
Land
14 Islands
9 Plains
Sideboard
3 Disenchants
3 COP Reds
3 Swords to Plowshares
3 Unsummons
3 Land Taxes
Changes to the Banned/Restricted Lists have been made since then.
"The Ping deck was built after looking at the Psionic Entity and wondering just what it would take to make it work and work well. Obviously there has to be some way to keep it from killing itself. The first addition was of Holy Strength. Since the Entity does five points of damage when it uses its ability - three to itself and two to the opponent - the Spirit Link was added.
There are a number of problems with this combination, though. The first major difficulty is that the combination requires three cards, and if the Entity is eliminated the card economy and turn economy are lost along with it, which can be devastating. This is the why the combination is protected by eight counter magic cards.
The rest of the deck is a combination of non-combat creature damage (Prodigal Sorcerors, Javelineers) and first-striking Tundra Wolves, an effective combination. If you have a Tundra Wolf, Javelineers, and two Prodigal Sorcerors you can use them to kill an opponent's Vampire or Serra Angel if they choose to block the Tundra Wolf. The Disrupting Scepter can be used to reduce the number of problems that the Ping has to deal with. This in combination with all of the non-combatal creature damage makes this deck perform relatively well in terms of card economy.
This deck is fun but could have a number of problems with large fast creature decks, burn decks, and possibly land destruction. The large fast creature decks will usually be too fast for the Ping. The burn decks will more than likely eliminate all of the Ping's creatures and win in card economy. The COP Reds in the sideboard should help against burn decks but they will still be difficult to overcome. Land destruction mixed with Black Vises will more than likely overcome the Ping because of its already slow development."
The Ping
Creatures
3 Psionic Entities
4 Prodigal Sorcerors
2 Serra Angels
4 Tundra Wolves
4 Zuran Spellcasters
2 Icatian Javelineers
Spells
1 Jandor's Saddlebags
4 Holy Strengths
2 Spell Blasts
2 Disrupting Scepters
4 Counterspells
3 Spirit Links
2 Power Sinks
Land
14 Islands
9 Plains
Sideboard
3 Disenchants
3 COP Reds
3 Swords to Plowshares
3 Unsummons
3 Land Taxes