Forbidden Crypt...Non-theme Decks




Ice Cream Headache

This is one of my more favorite newer decks. I decided to make it Type I, but it can easily be formed into any other type. Its basically a freeze/discard deck, with Megrim and Zur's Wierding as central figures.
Land
8x Island
9x Swamp
4x Underground Sea

Artifacts
2x Jester's Cap
1x Sol Ring
2x Zuran Orb

Black
1x Demonic Tutor
3x Drain Life
4x Hymn to Tourach
4x Hypnotic Specter
4x Megrim
2x Wall of Souls

Blue
4x Arcane Denial
4x Impulse
4x Man-o'-War
1x Timetwister
4x Zur's Weirding

Nether deck

This is a variation of the common Nether Shadow/Ashen Ghoul deck. It works like most of them, but gets a slight advantage from Jinxed Idol, Living Death, and a few other cards. For Type II, just take out the Khabal Ghouls and Underground Seas.
Land
5x Island
12x Swamp
4x Underground Sea

Artifacts
1x Jinxed Idol
3x Nevinyrral's Disk
1x Skull Catapult

Multi-colored
3x Mundungu

Blue
4x Arcane Denial
1x Counterspell
2x Interdict
1x Mana Severance

Black
4x Ashen Ghoul
4x Buried Alive
2x Infernal Tribute
2x Khabal Ghoul
1x Living Death
3x Nekrataal
4x Nether Shadow
2x Skyshroud Vampire
2x Urborg Justice

The Boy in the Bubble

With a kjeldoran body guard or veteran body guard and bubble matrix, nothing but direct damage can touch you. And by that time, a Hidden Retreat (or COP) will stop even that!

Land
2x Kjeldoran Outpost 
11x Plains 
6x Forest
4x Savannah


Artifacts
4x Bubble Matrix
1x Sol Ring

White
2x Argivian Find  
4x Disenchant 
2x Enlightened Tutor
1x Hidden Retreat 
4x Mounted Archer 
4x Kjeldoran Royal Guard  
2x Serra Angel 
1x Serra's Blessing 
3x Veteran Bodyguard

Green
2x Dense Foliage
2x Cockatrice
3x Thicket Basilisk
3x Skyshroud Elf
3x Elven Warhounds

Jumping Through Hoops

The deck gets its title, because, to last, creatures have to able to "jump over" the two damage from Aether Flash, and "squeeze under" a Meekstone.

Lands
4x Mishra's Factory
9x Mountain
4x Plains
4x Savannah

Artifact
4x Meekstone
1x Sol Ring

Red
4x Aether Flash
4x Dragon Whelp
3x Pyrokinesis
4x Sandstone Warrior
2x Storm Shaman
2x Thundermare
4x Wildfire Emissary

White
2x Argivian Find
4x Disenchant
3x Enlightened Tutor
2x Serra Angel


Control Freak

This deck gets out one or more big flyers, then copies it and pounds your opponent with them all. The Peacekeepers, Wraths of God, and other such cards will keep you alive until you can get those big creatures out. There are also alot of creature control cards in there.

Lands
11x Island
8x Plains
4x Tundra

Artifacts
1x Sol Ring

Blue
4x Counterspell
3x Control Magic
3x Impulse
2x Propaganda
2x Silver Wyvern
2x Mahamoti Djinn
3x Clone
3x Vesuvan Doppleganger

White
4x Disenchant
2x Miraculous Recovery
2x Peacekeeper
4x Serra Angel
2x Swords to Plowshares
2x Wrath of God

The Dork Deck

I have been forced to unwillingly give my deck this title, as its sole purpose is to kill your opponent's creatures over and over by casting one or more nekrataals again and again. It is very annoying to play against, and quite fun to abuse this fact!

Land
1x Bad River 
10x Island 
7x Swamp
4x Underground Sea

Artifacts
1x Dingus Staff 
3x Dragon Mask 

Multi-coloured
2x Lim-Dul's Vault
4x Mundungu

Black
2x Bone Dancer
2x Hypnotic Spector
3x Necromancy
4x Nekrataal
 
Blue
2x Boomerang
4x Counterspell
3x Evacuation
4x Man-o-War
4x Shrieking Drake
2x Unsummon

Chrono-Stasis Deck

The neo-classic stasis deck is as strong as ever. With Tempest's Root Maze, it is worth putting green into the deck, allowing not only the chrono-lock, allowing you to deck your opponent; but also a BoP-ranger lock, allowing you to keep paying the upkeep

Land
4x City of Brass
4x Island
2x Reflecting Pool
4x Savannah
4x Tropical Island
4x Tundra

Blue
4x Chronatog 
4x Counterspell 
4x Force of Will
2x Intuition 
4x Stasis

Green
4x Birds of Paradise
4x Quirion Ranger
4x Root Maze

White 
2x Swords to Plowshares 
2x Disenchant 
4x Enlightened Tutor

Karma-Blanket Deck


This is a deck idea I had where you turn all of your opponent's lands into swamps, then lay out a few karmas while you have a COP:white, infernal harvest or disempower. The artifact mana helps when you use the harvest, and in mid-game two karmas usually do about 14 damage each upkeep.

Land
1x Bottomless Vault 
10x Plains 
12x Swamp 

Artifacts
1x Charcoal Diamond 
2x Fellwar Stone 
2x Marble Diamond 

Black
2x Bog Wraith 
4x Dirtwater Wraith 
2x Drain Life 
1x Evil Presence 
4x Infernal Harvest  
2x Terror 

White
3x Angry Mob 
3x Circle of Protection: White 
1x Disempower 
2x Disenchant 
2x Enlightened Tutor 
4x Karma



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