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Post by David »

Captain_Cyran wrote:
thecreech wrote:
Dizzy D wrote: Even with the new cards, red still is the most straight-forward colour to play.
Red and green are my favorites... Direct damage with big creatures. Can't go wrong
Which is why I have a White and Green and Red deck. Direct damage, big creatures, life gaining. It kicks ass in multiplayer.

Sounds good for a multiplayer, but playing a 3 color deck can get ugly with just two players, unless you have alot of grand colossiums, citys of brass etc. lands that will produce several different color mana, plus life gaining cards to make up for the life you use when playing those lands.
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Post by David »

LadyTevar wrote:
Dizzy D wrote:
DPDarkPrimus wrote:Maybe if you tried playing with some of the newer cards, instead of living in the past...
Even with the new cards, red still is the most straight-forward colour to play.
Many of the first decks I played with were Red. It was hard to beat Disintegrate, Lightning Bolt, and Fireball in their original forms. Creature-wise, it was weak on cheap weenies, but when you had the mana, Dragon Whelp, Granite Gargoyle, Fire Drake were all able to cause mass havoc. Then, Shivan Dragon mopped the floor. Honestly, if you wanted mass destruction and power cards, Red was Best.

However, Red has always been weak against Enchantments, and there's no easy way to regain lost Life. This is why Red is used so often in multi-decks such as the 'Bloody Bruiser', "Land Destruction', and countless others that rely on Direct Damage.

Land destruction decks are a favorite of mine. There are two ways I go about it:

Black/Red:

Black and red provides an advantage as far as keep in slower decks from quickly killing you with all the direct killing cards. I usually keep about 8 instants for this type of deck like shock.

The main purpose of having black is both to provide several land killing cards and to re-animate two different core creatures from the Torment expansion. Basically in an ideal situation I would spend the first several turns getting out mana and killing off any weenie creatures that my opponent puts out.

After this I start using Buried Alive to bury 3 creatures at a time.

Now this deck has two creatures to bury, Petradons and Petravarks. Petradons are nightmare Horrors from Torment that remove two target lands form the game when they come into play, and return them when they leave play. Petravarks are the weenie version that only do this to one land.

To get then out of my graveyard, I use either Stitch Togather from Judgment, Zombify from Odessey, or Patriarhs Bidding from Onslaught. There also various other reanimation cards from earlier sets you could use like Ashen Powder.

Hopefully at this point they haven't brought out anything big because I've been killing their lands with instants, and my reanimation of my Petradons will remove anything they have managed to keep out. Then my Petradons kill them in 2 turns by beat down.



My other is a rewind deck- Blue/Red:

This type is based on blue cards that remove permanents ( lands) and couterspell any enchantments or instants they try to play. It also has Red creature killing spells and big Red creatures.

There are several spells and creatures that are absolutely essential:

Temporal Adept- blue wizard that has biult in Boomerang effect as an ability
Boomerang
Temporal Apreture- new one from Scourge, removes permanents

Various assortment of Counterspells, Force Spikes etc. to stop instants and enchantments from being played.

Asfar as Red goes you can throw in some land killing instants, and some instants to kill weenies. Also some big Red creatures.


This deck pretty much starts off like the other one. There are really no cheap creatures so you don't do much the first couple of turnes except put out lands and uses you instants to deny your oppent lands and cheap creatures. Hopefully, by the 4th turn you can put out a Temporal Adept and just start using him to take away any lands that you haven't already destroyed or boomeranged.With 0 mana your opponent is stuck on his first turn for the rest of the game while you build up your mana. Once you have enough you can cast your Red creatures and use them to beat down your opponent.
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Post by LadyTevar »

Lagmonster wrote:
LadyTevar wrote:The 80% deck. So called for it's win ratio.

Blue/White Bird deck...

What, no Soulcatchers? Soulcatcher's Aerie? Kangee, Aerie Keeper? Seaside Haven? Suntail Hawk? Giant Albatross? Stormscape Familiar?

It's a nice wee birdie deck ye have, really, even though a lot has changed in the world of UW bird decks since the days of Soraya.
Never heard of them. Never bought whatever releases those were in.
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Post by Lagmonster »

LadyTevar wrote:Never heard of them. Never bought whatever releases those were in.
Ah. Quite a recent change, that. The company decided to invoke 'tribal' themes, enabling people to make truly depraved decks involving specific creature types.
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Post by Dizzy D »

LadyTevar wrote:
Lagmonster wrote:

What, no Soulcatchers? Soulcatcher's Aerie? Kangee, Aerie Keeper? Seaside Haven? Suntail Hawk? Giant Albatross? Stormscape Familiar?

It's a nice wee birdie deck ye have, really, even though a lot has changed in the world of UW bird decks since the days of Soraya.
Never heard of them. Never bought whatever releases those were in.
I have Kangee and a Stormscape, both are from Invasion block. Giant Albatross is earlier, I believe Urza's block, but don't know by heard. Don't know the others.
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Post by Baron Mordo »

Here's the decks I currently use:

Black
20 Swamp
1 Demonic Tutor
4 Dark Ritual
3 Raise Dead
3 Dark Banishing
3 Terror
4 Unholy Strength
1 Nocturnal Raid
1 Drain Life
1 Fatal Lore
3 Hypnotic Spectre
2 Order of the Ebon Hand
3 Hoar Shade
2 Black Knight
3 Kjeldoran Dead
2 Uncle Istvan
2 The Wretched
1 Wall of Souls
1 Commander Greven il-Vec


White/Blue
10 Plains
8 Island
1 Maze of Ith
1 Sol Ring
4 Crusade
2 Resurrection
4 Reverse Damage
2 Flickering Ward
4 Abu Ja'far
2 Serra Angel
1 Northern Paladin
1 Southern Paladin
1 Preacher
2 Savannah Lions
2 Benalish Knight
1 Witch Hunter
4 Unsummon
4 Counterspell
2 Control Magic
2 Vision Charm
2 Mind Bend
1 Abduction
1 Word of Undoing

I try to keep my decks as gimmick-less as possible. Any comments?
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Post by lance »

My green beatdown deck-

Mana
12xForests
4xland grants
4xelvish spirit guides
lotus petal
Creatures
4xelvish lyrists
4xbasking rootwallas
4xmtenda lions
3xpouncing jaguars
4xrogue elaphants
4xseton's scouts
4xwild mongrels
vine dryad
albino troll
wild dogs
vinatra snaper
Other
4xInvigorate
4xrancors

I am planing on getting 3 more dryads to replace the dog, troll and turtle. Possibly another pouncing jaguar too.
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Post by LadyTevar »

The Ka-Niggit Deck:
Red/White

Telim'Tor *
Sidar Jabari *
Searing Spear Askari *
Burning Shield Askari *
Zhalfirin Knight *
Zhalfirin Commander *
Femeref Knight *
Suq'Ata Lancer *
Charging Paladin
Knight of Valor
Benalish Knight
Armored Pegasus
Mesa Pegasus

Jabari's Banner *

Sacred Mesa **
Incinerate
Kaervek's Torch
Mangara's Blessing
Healing Salve
Remedy
Disenchant

* = has or gives Flanking (Creature blocking attack gets -1/-1 til end of turn)
** = Creature generator. Spend mana, get 1/1 Pegasus token. Sacrifice a Pegasus each upkeep.
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Post by Captain Cyran »

Ok, here's my main evil deck.

Undead Deck

17 Swamps
3 Cabal Coffers

2 Twisted Abomination
4 Shepherd of Rot
2 Nantuko Husk
3 Severed Legion
2 Noxious Ghoul
3 Vengeful Dead
3 Soulless One
2 Lim-Dul's Cohort
4 Gempalm Polluter
3 Undead Warchief
3 Zombie Cannibal

2 Call to the Grave
3 Drain Life
2 Raise Dead
2 Pestilance
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Post by David »

Ah going through my decks, this is a must have for mean nasty blue plays ( i.e. me)


Lobotomy- Invasion uncommon

cost is 1 U 1 B and 2 colorless

Target opponent reviels his/her hand. You choose a card from it and remove it from the game, then search their graveyard, library, and hand for any cards with that same name and remove them from the game.


Talk about absolutly gutting someone's game
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Post by David »

:twisted: <--- forgot my evil smiley.
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Post by gravity »

Baron Mordo wrote:Here's the decks I currently use:

Black
20 Swamp
1 Demonic Tutor
4 Dark Ritual
3 Raise Dead
3 Dark Banishing
3 Terror
4 Unholy Strength
1 Nocturnal Raid
1 Drain Life
1 Fatal Lore
3 Hypnotic Spectre
2 Order of the Ebon Hand
3 Hoar Shade
2 Black Knight
3 Kjeldoran Dead
2 Uncle Istvan
2 The Wretched
1 Wall of Souls
1 Commander Greven il-Vec

I try to keep my decks as gimmick-less as possible. Any comments?
If the group you play with allows it, try to get ahold of 3 or 4 copies of Necropotence for the black deck. It's one of the most powerful cards ever, but not very expensive since it was in Ice Age and 5th Edition and is only tournament legal in type 1.
Also, Nantuko Shade is much, much, much better than Hoar Shade (it's a 2/1 for BB with the same ability), but might be a bit expensive to acquire 4 of.
You might also want to considering adding some Carnophages or Sacromancys, both 2/2's for B, with relatively minor drawbacks.
Animate Dead isn't very good; there are better graveyard manipulation available, though they generally aren't worth it unless that's the focus of your deck.
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Post by gravity »

Captain_Cyran wrote:Ok, here's my main evil deck.

Undead Deck

17 Swamps
3 Cabal Coffers

2 Twisted Abomination
4 Shepherd of Rot
2 Nantuko Husk
3 Severed Legion
2 Noxious Ghoul
3 Vengeful Dead
3 Soulless One
2 Lim-Dul's Cohort
4 Gempalm Polluter
3 Undead Warchief
3 Zombie Cannibal

2 Call to the Grave
3 Drain Life
2 Raise Dead
2 Pestilance
You should definitely include 4x Dark Ritual if your group allows it. Like the other black deck, Necropotence is also always very helpful.
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Post by gravity »

DPDarkPrimus wrote:
Baron Mordo wrote:Does anybody use orcs?
All Orcs are errata'd to Goblins now.
What the hell? That's not true at all. Unless you meant they made new creatures with the same abilities as the old orcs, but with creature type goblin and a different name. But that's not the same thing at all as errataing all the old orcs, which Wizards would never do.
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Post by Captain Cyran »

gravity wrote:
Captain_Cyran wrote:Ok, here's my main evil deck.

Undead Deck

17 Swamps
3 Cabal Coffers

2 Twisted Abomination
4 Shepherd of Rot
2 Nantuko Husk
3 Severed Legion
2 Noxious Ghoul
3 Vengeful Dead
3 Soulless One
2 Lim-Dul's Cohort
4 Gempalm Polluter
3 Undead Warchief
3 Zombie Cannibal

2 Call to the Grave
3 Drain Life
2 Raise Dead
2 Pestilance
You should definitely include 4x Dark Ritual if your group allows it. Like the other black deck, Necropotence is also always very helpful.
Actually Dark Rituals don't help as much as you'd think. Most of the stuff in there is 3 mana or less/I only use them as three mana or less. So adding Dark Rituals would only take up valuable space for other cards.

I do have a Vampire deck that has four dark rituals though.
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Post by gravity »

Captain_Cyran wrote:
gravity wrote:
Captain_Cyran wrote:
Actually Dark Rituals don't help as much as you'd think. Most of the stuff in there is 3 mana or less/I only use them as three mana or less. So adding Dark Rituals would only take up valuable space for other cards.

I do have a Vampire deck that has four dark rituals though.


The cheaper the cards are, the more powerful Dark Ritual is. Suicide Black is proof of this. Seriously, always include Dark Ritual in mono-black creature decks, it's well worth the "valuable space", especially if you have Necropotence to refill your hand anyway.
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Post by Dizzy D »

David wrote:Ah going through my decks, this is a must have for mean nasty blue plays ( i.e. me)


Lobotomy- Invasion uncommon

cost is 1 U 1 B and 2 colorless

Target opponent reviels his/her hand. You choose a card from it and remove it from the game, then search their graveyard, library, and hand for any cards with that same name and remove them from the game.


Talk about absolutly gutting someone's game
Yes, I love that card and with blue's ability to send things back to your opponent's hand.....
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Post by Captain Cyran »

gravity wrote:The cheaper the cards are, the more powerful Dark Ritual is. Suicide Black is proof of this. Seriously, always include Dark Ritual in mono-black creature decks, it's well worth the "valuable space", especially if you have Necropotence to refill your hand anyway.
It doesn't work in the deck, I've tried it. Trust me I know what I'm doing with that deck and it's a lot more useful if I have three Zombie Cannabals then if I have 3 Dark Rituals.
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Post by gravity »

Captain_Cyran wrote:
gravity wrote:The cheaper the cards are, the more powerful Dark Ritual is. Suicide Black is proof of this. Seriously, always include Dark Ritual in mono-black creature decks, it's well worth the "valuable space", especially if you have Necropotence to refill your hand anyway.
It doesn't work in the deck, I've tried it. Trust me I know what I'm doing with that deck and it's a lot more useful if I have three Zombie Cannabals then if I have 3 Dark Rituals.
Fine, but I still disagree with you :p.
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Post by DPDarkPrimus »

David wrote: Lobotomy- Invasion uncommon
Bah. I will always consider it a Tempest uncommon.
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Post by Baron Mordo »

Is it true that Dark Ritual got restricted or banned or something? I heard a rumour to that effect some years ago. Apparently it was "too confusing."
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Post by Captain Cyran »

Baron Mordo wrote:Is it true that Dark Ritual got restricted or banned or something? I heard a rumour to that effect some years ago. Apparently it was "too confusing."
I think it was banned, but I don't believe it was becuase of confusion, I think it was the power of that card.
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Post by DPDarkPrimus »

It is no longer T2 legal.

However, it is not restricted or banned in T1.
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Post by Captain Cyran »

DPDarkPrimus wrote:It is no longer T2 legal.

However, it is not restricted or banned in T1.
It hasn't been T2 legal for a long time...I could have sworn that it was at least restricted.
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Post by DPDarkPrimus »

It was T2 legal until Masques cycled out... then they didn't reprint it in 7th Ed, and Cabel Ritual (the inferior impostor) has replaced it in the current cycle.
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