Killer Decks

BLACK
4 Krovikan Fetishes (Ice Age)
4 Casting of Bones (Alliances)
4 Fevered Strenghts (Alliances)
3 Black Knights (4th edition)
2 Unholy Strenghts (4th edition)
1 Bad Moon (4th Edition)
1 Grave Servitude (Mirage)
1 Enfeeblement (Mirage)
2 Drain Lives (4th Edition)
2 Lim-Dul's High Guard (Alliances)
1 Erg Raiders (4th Edition)
1 Harssan Orgesses (???)
3 Sewer Rats (Mirage)
2 Vampire Bats (4th Edition)
2 Hypnotic Specters (4th Edition)
2 Sengir Vampires (4th Edition)
4 Dark Rituals (4th Edition)

ARTIFACTS
1 Throne of Bone

22 Swamps
This deck is a quick deck, but not as quick as a green deck. The theme of this deck is to use the 12 Cantrips to pump up your Knights and your guard to make them very hard to kill. Always play the cantrips on your first strike guys. Especally the Fevered Strenghts. If you use them on a first-strike knight. The work as well as a Giant Growth, and you get to draw a card as well! This deck works good against creature decks, but it works surprisingly well against counterdecks (unless they use a moat), if you play several critters at the same time. :)

These are some of the unique decks that I've made and seen over the past year. Most of them are Type 2, and the Type 1 cards can be replaced really easily (like Kird Apes)

Scott Angelius' Statis Deck
1 Braingeyser   - used with black vise/howling mines
4 Counter Spell   - safety
2 Magical Hack   - used with volcanic 
3 Mahamati Djinn   - D
4 Old Man of the Sea   - used with diamond valleys
1 Sleight of Mind   - safety
4 Stasis   - used with obelisk of undoing/serra angels
1 Time Walk   - "good card"
2 Vesuvan Doppelgangers   - serras
2 Volcanic Eruptions   - "BOOM"
2 Balance   - used at beginning, because this deck is a slow start
4 Disenchant   - D
2 Island Sanctuary   - prevent howling mines from effecting me
2 Personal Incarnation   - "good creature" especially with:
2 Reverse Damage   - safety
1 Righteousness   - D
4 Serra Angel   - used to attack while stasis is going
1 Veteran Bodygaurd   - D
1 Wrath of God   - used at beginning (slow start)
4 Black Vise   - used with howling mines/braingeysers
1 Chaos Orb   - "good card", also my most beat up one
2 Diamond Valleys   - LIFE!  ;) 
4 Howling Mines   - used with black vise
1 Icy Manipulator   - used with stasis 
2 Obelisk of Undoing   - to put stasis back in my hand, before my turn
1 Black Lotus   - mana 
1 Mox Pearl   - mana
1 Mox Sapphire - mana
4 Tundra   - mana
13 Island   - mana
13 Plain   - mana
The Flanking Deck

WHITE
2 Walls of Resistance
4 Disenchants
1 Swords to Plowshares
2 Pacifism
1 Ivory Charm
2 D'veant Archers
1 Ictian Javenieers
4 Zhalfirin Knights
2 Feremef Knights
1 Mtenda Herder

RED

2 Flares
1 Chaos Charm
2 Lightning Bolts
1 Incenerate
1 Telim Tor
2 Balbuvian Barbarians
1 Melee
1 Storm Shaman
1 Stone Giant
4 Searing Spear Askari
1 Burning Shield Askari

ARTIFACTS

2 Serrated Arrows

Obviously this is a weeine deck. If you HAVE to, use the burn cards to defend yourself early on. This deck needs at least 3 mana to be effective. Now, to use your flankers properly, use the Lightning Bolts and Flares to bring their toughness to either 1 or to where you can kill them. Be careful on when you attack, because saving your guys are crucial. You can play defensive with this deck for a while, with Disnechants and StPs. Watch out for Pyroclasms! They'll kick just about every one of your creatures into the graveyard! One more thing, make sure that if you have mana to activate the special powers on your flankers, do so! You'd be surprized on making a attacker Serra-like or making two creature block can dop for your game. If you're desperate, toss one of your flankers in the air with your giant!

The Crazy Drainage Deck

BLACK

4 Drain Lifes
4 Dark Rituals
4 Burnt Offerings
1 Paralyze
1 Dread Wight
1 Grandmother Sengir
1 Hoar Shade
1 Ininiates of The Ebon Hand
1 Minion of Tzevesh Tzat
1 Carrion Ants
1 Krovikan Vampire

GREEN

2 Birds of Paradise
2 Wild Growths
2 Quirion Elves
1 Regeneration
1 Sylvan Library
1 Craw Wurm
1 Scaled Wurm
2 Erhamn Djinn
1 Crash of Rhinos
1 Jungle Wurm

RED

1 Disinigrate

ARTIFACTS

2 Soldevi Simulacrum

GOLD

2 Dark Heart of the Wood
1 Cadaverous Bloom

This is a crazy deck. If you plan it right, you can pull out your big nasty 8 mana creatures in 3 turns! Turn 1: Play a Forest and a Bird. Turn 2: Play a Swamp, Dark Ritual and a Jumgle Wurm. Turn 3: Sac the Wurm with a Burnt Offering, and tap your mana for 8 mana! As you can see, the potential for big creatures and massive pumping up of your smaller creatures will do major damage early on. Once you slow down, wait for a Burnt Offering, or a Cadeverous Bloom and sac your biggest creature for a massive Drain Life. The Disinigrate is the frosting on the cake. You really don't need a mountain in this deck for it, because of the many mana producing cards. Try this deck for a neat experience.

The Morphing Color Hoser Deck

BLUE
2 Magical Hacks
2 Sleight of Minds
1 Illusionary Terrain
2 Air Elementals
4 Power Sinks
2 Binding Grasps
1 Arcane Denial
1 Force of Will
1 Counterspell
1 Control Magic
1 Sea Scyrer
1 Sapphire Charm

RED
2 Flashfires
3 Orcish Farmers
1 Wildfire Emissary
2 Goblin Sappers
1 Beasts of Bogardan
1 Goblin Mutant
1 Eron the Relentless
1 Goblin Chirugeon
2 Mountain Yeti
1 Goblins of the Flarg
1 Goblin Grenade
1 Ambush Party
1 Goblin Snowmam

1 Sky Diamond

This deck is one of the most versitile decks I've built. The key cards are the Hacks and Sleights. Use everything in your power to keep them from being countered. The creatures are a mixture of color hosing cards (Mountian Yeti), quick creatures (Eron the Relentless) and Goblins (Snowman!) You should be able to toast his land late, and attack with Hacked landwalkers. This way the only way they can keep from getting hit is by Lightning Bolts. And if they are lighning bolting you, don't cast another hack because most of the creatures are mountain walkers!

Mucho Mucho Mana Deck

4 Giant Growths
4 Mana Elves (Llanowar Elves, Fyndhorn Elves)
1 Tinder Wall
1 Yavimaya Gnats
2 Wooly Spiders
1 Erhamn Djinn
1 Bird of Paradise
1 Tranquility
1 Lhurgoyf
1 Venomous Breath
3 Orcish Orniflammes
3 Orcish Lumberjacks
4 Kird Apes
3 Battle Frenzys
2 Keldon Warlords
1 Eron the Relentless
1 Goblin Mutant
1 Solvidi Sivlicrum
Add land here

This deck relies on really fast mana, and a lot of it. It would be hard to win with this deck without the Battle Frenzies and the Orcish Orniflammes. You can pull those cards out of your hand in the second turn, along with the quick huge creatures. Imagine half your life being blown away on the 3rd turn! Play your Lhurgoyf late, and don't be afraid to sacrifice your creatures on a 1-to-1 basis if the Lhurgoyf is in your hand. Save your spiders and gnats to block flyers. I chose these spiders because they can survive a Serra Angel or Sengir Attack, and they're common!!! If you can't kill your opponent on the 5th or 6th turn then you might have a problem.

TCC (Total Creature Control) aka The Leash (Jammin JJ)

BLUE
4 Seasingers
3 Phantasmal Terrain
3 Sea Serpents
2 Binding Grasps
1 Dandan
1 Control Magic
1 Jinx
1 Enchantment Alteration
1 Boomerang

WHITE
4 D'Avenant Archer
3 Disenchants
2 Swords to Plowshares
1 Serra Angel
1 Seraph
1 Sustaning Spirit
1 Keldjorian Elite Guard
1 Pikemen
1 Benalish Hero
1 Castle

ARTIFACTS
1 Pentagram of the Ages
1 Shield of the Ages
1 Jeweled Amulet
1 Fellwar Stone

GOLD
1 Spectral Shield

This deck focuses on creatures controling other creatures, making sure nothing gets in the creatures way. Do NOT play your Seasingers until you get a Phantasmal Terrain! Everybody has a way to kill weinnies, so make sure you get a creature before they toast the Merfolk. Use your Spectral Shield on your Seasingers, so no Lighting Bolts can kill the Merfolk. Use your artifacts to stay in the game longer. Here's something to think about. Take a wimpy creature to block thier biggest creature, then simply grab another one with your Seasinger untill they're all gone!!! This is no fun to play against but it can be defeated with a deck of the same type.

Tap Dance (Jammin J.J.)

BLUE
4 Psychic Venoms
3 Illusionary Forces
3 Gaseous Forms
2 Air Elementals
1 Flood
1 Twiddle
1 Giant Albatross
1 Zephyr Falcon
1 Enervate
1 Illusionary Wall
1 Time Elemental
1 Statis

BLACK
4 Seizures
3 Sengir Vampires
2 Dark Rituals
2 Mole Worms
2 Icequakes
2 Unholy Strengths
1 Armor Thrull
1 Hypnotic Specter
1 Dance of the Dead

RED
1 Total War
1 Melee

ARTIFACTS
1 Icy Manipulator
1 Jester's Cap

LAND
2 Castle Sengirs

Play this deck awhile and you'll find out that once you start losing, it's very hard to win. Simply cast Seizures and Psychic Venoms on the opponent then start tapping them. You can control their mana to a degree, but concentrate on tapping the enchanted creatures and lands. Only use the Statis-Time Elemental Combo in dire situations because you won't be able to untap their land either. If your hand is full and you don't have a Castle Sengir out, then you might as well discard your red cards. Icequake a certain type of land (especally islands and plains) and enchant those lands, that way you can avoid getting Counterspelled or Disenchanted.

Mom's Zombie Deck

BLACK
4 Scathe Zombies
4 Zombie Masters
4 Gangerous Zombies
4 Lim-Dul's Cohort
4 Legions of Lim-Dul
2 Terrors
2 Dry Spells
1 Mind Whip
1 Evil Presence
2 Lim-Dul's Hex
2 Ashes to Ashes

WHITE
4 Swords to Plowshares
4 Disenchants
1 Rashka the Slayer
1 Kismet

ARTIFACTS
1 Meekstone

This deck is super defensive! It plays good without the white, but white adds that little extra defensive measure to deal with. The Zombie Master is the key to this deck, where it lets you swampwalk, and regenerate. Do not let her die!! Rashka is a good counter for a same Black deck, since the Terrors don't work. Save your Meekstone until the opponent attacks with a few of the bigger creatures. That way, you can keep some of his creatures trapped.

Green with Sengirs???? deck.

GREEN
2 Giant Growths
2 Regenerations

RED
2 Lighting Bolts
1 Incinerate
1 Lighting Reflexes
1 Bestial Fury
1 Chaos Charm
2 Shatter

BLACK
4 Dark Rituals
4 Krovikian Vampires
3 Sengir Vampires
1 Baron Sengir
1 Valdrane of Sengir
1 Grandmother Sengir
1 Sewer Rats
1 Insidious Bookworm
1 Sengir Bat
1 Vampire Bats
1 Nether Shadow
2 Armor Thrull
1 Dance of the Dead
1 Initiates of the Ebon Hand
1 Hypnotic Spector

ARTIFACTS
1 Mana Vault
1 Barbed Sextant
1 Jeweled Amulet
1 Fellar Stone

LAND
2 Castle Sengirs
1 Karpuslan Forest
1 Timberline Ridge
1 Ann-Haava Township
1 Forest
2 Mountains
9 Swamps

Well, a lot of these decks will not stand up to the cream of the crop, but they are getting better and better! With this deck, it's all about pumping your Sengirs. Use the different green cards to keep your creatures alive, so they can pump up. Use the artifacts and the Dark Rituals to pull out a Sengir on the 2nd turn. Especally the vault The red cards are taking out some of the bigger creatures, when your Rats just won't do it. These red one help very early in the game, but later on, just toss them when you are getting all of your mana toasted.

This is a deck used by the Italian Champion to win a tourney.  It is a
quick R/G burn Type 1 deck.
Red/Green
4Kird Ape
4lightbolt
4Incenerate
1Wheel of fortune
1Fork
4giant growth
4Ernam Djinm
4Elvish Archer
4Birds of Paradise
4Elf(which  adds 1 green mana)
1Bersecker
1ancestral recall(blu)
1fire ball
1storm bind
1silvan library
2woolly spider
1mox zaffire
1mox ruby
1mox emerald
1sol ring
1black lotus
2streep mine
5mountain
6forest
1pendheleven

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