Treacherous Spellcasters
Blue
Cards:
3
Vanishings
2
Floods
3
Twiddles
3
Mind Games
4
Psychic Venoms
3
Sage Owls
2
Teferi's Curses
2
Forbids
2
Rootwater Hunters
3
Zuran Spellcasters
4
Prodigal Sorcerers (Tim!)
1
Mawcor
Black
Cards:
4
Norritts
3
Funeral Marches
Artifacts:
2
Meekstones
2
Dingus Staves
1
Puppet Strings
Land:
11
Islands, 9 Swamps, 1 Coral Atoll (or more if you can find them, substituting
an Island for each, but not more than 3 of them.)
Hee hee hee... This is such an annoying deck! And the casting costs on all of these are really cheap, so you will be able to reuse your tapping stuff a few times a turn instead of just once... The trick of this one is to really put a clamp on people bringing creatures out. Scare them so much that they won't want to, or that it isn't worth it. Having a Meekstone out is generally a large bother altogether. But tapping their creatures with Mind Games, Twiddles, or Floods, and keeping them tapped is another. Add that with your Norritts, forcing them to attack and then killing them makes it embarassing and fruitless. Concluding and completing the nasty combo, they take two damage (maybe four depending upon if you get both Dingus Staves out) for each creature that goes into the graveyard. But say your Norritts are killed. Awww... Well, just strap on one of their creatures a Teferi's Curse or a Vanishing, along with a Funeral March... Every time that creature LEAVES PLAY it kills one of the opponent's creatures. That should be a menace enough. Allow Norrits to untap your Spellcasters for additional points of damage to remaining creatures that you can't seem to fend off for some reason, or to inflict further damage personally on your opponent. And for kicks and giggles, tack on Psychic Venoms on the opponent's lands, preferrably all four of them on one land, especially a really powerful or useful special land. They may not tap it, but you sure could for 8 points of damage a turn... I've been told not to use this deck anymore by my friends.