Magic The Gathering
Cereal_KillR
Join Date: 2002-10-31 Member: 1837Members
in Off-Topic
<div class="IPBDescription">post your decks</div> I forgot who wanted to post their decks in here... So here's one I just made yesterday. And as I understand, there's a number of mtg players around here, so I count on you to get some good replies <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
This is a crazy deck including the card "Crucible of Worlds" being created on mtg.com <a href='http://www.wizards.com/global/images/mtgcom_feature_183_pic1_en.jpg' target='_blank'>pic</a>
Note: I don't have all the cards, and the deck is based on a combo rather than on a win.
Lands (37, not crazy!):
4 Tropical Island
4 Underground Sea
4 Bayou
4 Polluted Delta
2 Windswept Heath
9 Island
10 Forest
Spells (23):
4 Demonic Tutor
2 Horn of Greed
2 Crucible of Worlds
2 Words of Wilding
3 Future Sight
4 Fastbond
4 Exploration
2 Zuran Orb
Well, I would love that you find the idea behind the deck, else I'll post it a bit later <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
This is a crazy deck including the card "Crucible of Worlds" being created on mtg.com <a href='http://www.wizards.com/global/images/mtgcom_feature_183_pic1_en.jpg' target='_blank'>pic</a>
Note: I don't have all the cards, and the deck is based on a combo rather than on a win.
Lands (37, not crazy!):
4 Tropical Island
4 Underground Sea
4 Bayou
4 Polluted Delta
2 Windswept Heath
9 Island
10 Forest
Spells (23):
4 Demonic Tutor
2 Horn of Greed
2 Crucible of Worlds
2 Words of Wilding
3 Future Sight
4 Fastbond
4 Exploration
2 Zuran Orb
Well, I would love that you find the idea behind the deck, else I'll post it a bit later <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
Comments
Blue:
Counterspell - 2
Control magic - 2
Propaganda - 1
Soul Barrier -2
Animate artifact - 2
Flight - 2
Legacy's Allure - 1
Zuran enchanter - 3
Prodigal sorcerer - 3
Ray of command - 2
Boomerang - 2
Vodalian hypnotist - 2
Phantom monster - 2
Stormscape familar - 1
Air elemental - 2
Gold (blue/Black):
Recoil - 2
Seers vision - 1
Nebuchadnezzar - 1
Malicous advice - 1
Stalking Assasin - 1
Black:
Nightscape familiar - 2
Norrit -2
Unholy Strenght - 2
Hypnotic specter - 2
Sorcerers queen - 1
Recover - 1
Artifacts:
Gauntlets of chaos - 2
Sol Ring - 1
Lands:
swamp - 10
islands - 14
about your deck concept: i dont know what all of the card does - only the artifact you showed me, demonic tutor. But is it to make everyone discard/sacrifice like mad - however you can walk past this since you have the artifact and demonic tutor ?
As you can see, it's quite heavy on lands. Now while you might think I will sit a whole game with a full hand of mana, notice that I have exploration (G enchantment, allowed to play an additional land each turn) and fastbonds (G enchantment, play as many lands as you want, lose 1 life for each land beyond the first played on a turn)
Thanks to that, I have quick lands. Now, there is the horn of greed. It's a 3 mana artifact, whenever a player plays a land, he draws a card.
So basically from that point, I play a land, draw a card. Chances are, that would be a land. Play it, draw a card. I can get LOTS of mana.
Now, Zuran Orb is a 0 mana artifact that has sacrifice a land: gain 2 life. So whenever I'm getting a bit low on life, I sac some lands (they can be expandable for the moment) and gain a few points.
Whenever I get the Crucible of Worlds, all those lands I saced with the Zuran Orb can be played. So from this point on, I can tap a land, sacrifice it for 2 life, bring it back for ONE life and UNTAPPED. Right now, I'll have 1 mana, and gained 1 life. If I have the Horn of Greed, I'll be drawing a card as well.
And I'll be drawing enough cards and have quite enough mana that, whenever I get the Words of Wilding (2G enchantment, pay 1: next card you draw, you put a 2/2 into play instead) I'll be able to use my gain life/mana/draw cards engine to pump up as many creatures as I want.
And there's no losing-by-having-no-library problem thanks to the words <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Basically, this deck is quite fun, but its main weakness is, you guessed it, counterspells.
<a href='http://www.dragonstudios.com/apprentice/' target='_blank'>Here</a>
And dont forget to get the update beneath! We can get some games going. Pulse and I played some a few days ago.
20 forest
4 Treetop Village
1 Gaea's Cradle
<u>Creatures</u>
4 Llanowar Elves
2 Elvish Lyrist
3 Priest of Titania
3 Yavimaya Elder
2 Rofellos, Llanowar Emissary
2 Rhox
2 Blastoderm
3 Endless Wurm
1 Argothian Wurm
1 Thorn Elemental
3 Cradle Guard
<u>Spells</u>
2 Kavu Lair
3 Rancor
2 Crop Roatation
2 Might of Oaks
...and if you can't figure what the deck idea is you really need to gave up magic <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
1) Dirtcowl Wurm(G): a 3/4 green creature that gets +1/+1 for every land an opponent plays. (Ths guy is great for large free-for-all games. In one turn, one of mine went up +18/+18 thanks to a deck like yours)
2) Rumbling Crescendo®: Put a counter on this card every turn. Sacrifice Rumbling Crescendo & throw in three mana to destroy X number of lands where X is the number of counters
3) Wake of Destruction®: Destroy target land and all lands with the same name
What would be your defenses against cards like these?
2 Ivory Mask
2 Treetop Bracer
4 Rancor
2 Rhox
2 Wellwisher
2 Yavimaya Elder
2 Llanowar Elf
4 Albino Troll
2 Treetop Village
7 Forest
4 Cradle Guard
4 City of Brass
4 Birds of Paradise
4 Living Artifact
3 Gaea's Cradle
4 COP: Black
4 Pestilence
4 Naturalize
Yea its really got no specific strategy. The biggest one is to use the circles of protection and pestilence along with gaea's cradle. Got a couple big creatures and enchantments for them if thats not working out. I think I need to either focus more on elves to take advantage of Wellwisher or ditch them for other stuff. Any suggestions?
Scour, Quash and Jesters Cap are my friend. although i generally play fast mana big critters green.
i dont remember the exact makeup because i havent touched it in a long while, but my fave deck was fast mana with elves and artifacts, some fat ancient silverback or thorn elementals, then wildfire to erase four lands and smallish critters from both sides. do it early enough that the other guy has only four or five lands minus four and its game over man!!
60 cards
Lands (16)
16 forests
Creatures (21)
4 Llanowar Elves
4 Cradle Guard
4 Lone Wolf
4 Scryb Sprites
3 Trained Armadon
2 Pouncing Jaguar
Spells (23)
4 Nature's Lore
2 Wild Growth
4 Rancor
4 Giant Growth
4 Monstrous Growth
2 Scent of Ivy
2 Symbiosis
1 Overrun
Basically weenie creatures that get growthed to massive proportions. Simple, yet really effective, usually kills in 3-4 turns. Working on a blue/white control and maybe an aurotog/rancor enchantment deck.
Like Drudgies, unworthy deads, fog of knats, ichorid(olol this card is such a b***h) and other cards with 1b regen.
Then what I do is pestilence the area with all my mana except for enough to revive all my creatures. So then suddenly my oppenent is down 5 health and has no creautres on the field <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.
<u>LANDS</u>(21)
12 Plains
7 Swamps
1 Starlit Sanctum
1 Karakas
<u>Creatures</u>(28)
4 Mother of Runes
4 Benevolent Bodyguard
4 Beloved Chaplain
3 Cabal Archon
4 Rotlung Reanimator
2 Reliquary Monk
3 Master Apothecary
4 Doubtless One
<u>Other</u>(11)
2 Oversold Cemetery
4 Prismatic Strands
4 Glorious Anthem
1 Catastrophe
Pretty much my cleric deck is bout stalling until i get a Cabal Archon, Rotlung Reanimator, and an Oversold Cemetery.....after that its pretty much game
<u>Lands</u>(22)
19 Swamps
3 Cabal Coffers
<u>OTHER</u>(38)
4 Duress
3 Dark Ritual
4 Innocent Blood
4 Demonic Tutor
4 Hymn to Tourach
4 Drain Life
4 Chiner's Edict
3 Phyrexian Arena
2 Pestilence
3 Mind Sludge
2 Haunting Echoes
1 Yawgmoth's Agenda
This deck stalls until it has enough mana to drain life
Like Drudgies, unworthy deads, fog of knats, ichorid(olol this card is such a b***h) and other cards with 1b regen.
Then what I do is pestilence the area with all my mana except for enough to revive all my creatures. So then suddenly my oppenent is down 5 health and has no creautres on the field <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
has pestilence been rewritten in eigth edition? because back in my day it was 1b for 1 damage, which would cause your little critters to die and be regenerated EVERY SINGLE POINT USED. because pestilence is not an X fast effect, it is a dozen single point effects, you would have to regenerate a drudge skeletons after every point pumped into pestilence.
(unless of course theyve rewritten regeneration rules recently to some sort of godly-all-turn-healy-super-ability)
Like Drudgies, unworthy deads, fog of knats, ichorid(olol this card is such a b***h) and other cards with 1b regen.
Then what I do is pestilence the area with all my mana except for enough to revive all my creatures. So then suddenly my oppenent is down 5 health and has no creautres on the field <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
has pestilence been rewritten in eigth edition? because back in my day it was 1b for 1 damage, which would cause your little critters to die and be regenerated EVERY SINGLE POINT USED. because pestilence is not an X fast effect, it is a dozen single point effects, you would have to regenerate a drudge skeletons after every point pumped into pestilence.
(unless of course theyve rewritten regeneration rules recently to some sort of godly-all-turn-healy-super-ability) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I thought regeneration only took place at the end of the turn though?
Anyway, for the past couple weeks I've been working on a random deck that I just made for a change and to have some fun with a lot of Mirrodin cards.
Lands x 18
-Mountain x 12
-Great Furnace x4
-Temple of the False God x2
Creatures
-Vulshock Battlemaster x2
-Vulshock Berzerker x2
-Obstinate Familiar x4
-Goblin Striker x4
-Alpha Myr x2
-Iron Myr x2
Artifacts
-Vulshock Battlegear x2
-Leonin Scimitar x2
-Bonesplitter x2
-Icy Manipulator x2
Scorcery/Instants
-Seething Song x2
-Shrapnel Blast x2
-Shock x4
-Seal of Fire x4
-Lightning Bold x4
-Electrostatic Bolt x2
I'm looking to add a couple more Vulshock Battlemaster, as well as a couple Kamahl, Pit Fighter.
If anyone wants to see the full Mirrodin set, check the Magic: The Gathering site <a href='http://www.wizards.com/default.asp?x=magic/cardlist/mirrodin' target='_blank'>here</a>.
1) Dirtcowl Wurm(G): a 3/4 green creature that gets +1/+1 for every land an opponent plays. (Ths guy is great for large free-for-all games. In one turn, one of mine went up +18/+18 thanks to a deck like yours)
2) Rumbling Crescendo®: Put a counter on this card every turn. Sacrifice Rumbling Crescendo & throw in three mana to destroy X number of lands where X is the number of counters
3) Wake of Destruction®: Destroy target land and all lands with the same name
What would be your defenses against cards like these? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
the first one would work like a charm - but the other two he can simply ignore - since he can play lands from his graveyard.
but
Ankh of Mishra: Whenever a land comes into play, Ankh of Mishra deals 2 damage to that lands controller. <- that would negate his ability to play alot of lands and then just sacrifice them to gain life. then he has to pay 2 life for the first land - and then 3 life for all the others that turn - and he can only gain 2 life per land.
the thing is, I often get the combo really soon, even if it doesn't seem like it. Fasbond on turn one can give me 4-5 mana, which can get me either a horn of greed, or the tutor to go look for it. And if I have a horn of greed, whenever I draw a land, since the deck is so land-haevy, I often get lots of lands. And thanks to that, I can often get the combo out.
Also, the future sight (2UUU enchantment: play with the top card of your deck revealed. You may play that card as though it were in your hand) can help you get what you want.
Now I'm not saying this deck is anywhere near competitive, but it's mad fun to pop out all your lands, sac em, gain life, put em back, sac em again, put em back, get out thousands of 2/2s, continue for a bit, etc.
As it has been mentioned, the only cards that could harm me are Scour or Splinter (removes either a piece of artifact or enchantment from the combo) most counter-magic, and of course the ankh. Pestilence wouldn't hurt me a bit, I'll just pump up more critters whenever needed. In fact, against pure black, as it has no enchantment/artifact destruction, I could be just gaining life and preventing draws while he slowly draws all his deck.
Black - Banish, Bury and Undead.
White & Blue - Nothing touches the ground. and all the blue creatures seem to disappear on your turn.
Red - Direct. Very direct. Like deathly direct. 20 of them.
i'll post more when I have time to play with Apprentice.