PALACE OF URZA
I
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DECKS - SHAFT

Blue / Black

Lands
8 Swamp
7 Island
3 Tainted Isle

Enchantments
4 Megrim
1 Oppression
2 Propaganda
1 Statecraft
1 Sigil of Sleep

Creatures
4 Cephalid Broker
3 Puppeteer
1 Alexi, Zephyr Mage
1 Greel, Mind Raker
1 Nightscape Master
2 Abyssal Specter
1 Urborg Skeleton

Sorcery / Instant
3 Dark Ritual
1 Persecute
1 Hymn to Tourach
1 Skull Fracture
1 Mind Twist
1 Duress
2 Ostracize
1 Wash Out
4 Recoil
4 Unsummon
3 Repulse                                                                         
                                                                                            
TR Product

This has to be one of my proudest accomplishments.  The secret to this deck isn't hard at all to carry out.  Every draw is different but every draw is always amazing.  No matter what I always have complete control of the board, even in Multiplayer games.  There are enough bounce cards to control any threat and eventually your creatures will obtain control.  The Cephalid Broker can be tapped to make your opponent draw two and discard two, therefore taking four damage even when they don't have any cards in their hand.  The puppeteers are a double threat, either tapping potential attackers or doubling the damage caused by the Cephalid Broker.  Washout is very effective, especially when I have Oppression or Persecute.  You do the math.  Anyway, add some defense like Propaganda and Statecraft and it's pretty bulletproof.  It didn't do very well until I added all the extra bounce cards.  The combo around the Broker and Megrim is what inspired the deck and it went from there into a heavy bounce / discard deck.  That's enough talk, enjoy the control of the
Shaft.
                          
    
~Urza