Magic: the Gathering Decks



This is a Type 2 legal Blue/Black poke deck. This one can be a real pain (especially in multiplayer), but is too slow (I think) to compete in the tournament environment.
Credit the Norritts to Robert Durough, those of you who know him. They are the icing on the cake.
The only drawbacks that I've found playing this deck is that it is a bit slow and susceptible to mana problems (hence 22 lands), and you MUST counter mass creature destruction.
Too bad Royal Assassin is no longer Type 2 legal.
The cards stand alone very well, but in addition, this deck has several nice combos:

Twiddle or Icy+Norritt (attack me with that tapped creature),
Revenka or other poker+Norritts or Twiddles (deal twice the damage),
Sorceress Queen+Revenka or 2 other pokers (that creature is 0/2, now I deal 2 damage to it).


Deck: Blue/Black poke deck
60 Card deck:

This deck is fun to play -- competitive, but not overpowering, and almost never short of mana.

I've always liked playing Green. This deck is an effort to create a straight Green, Type 2 legal, tournament playable deck. Since Mirage added direct damage for Green (Unyaro Bee Sting), and Visions added a Green "Disenchant" (Creeping Mold), playing mono-Green in the Type 2 format is more viable than ever before.
Creature control is always a problem for Green (believe me, I know firsthand). The inclusion of 2 Bee Stings, 2 Serrated Arrows, Quicksand, and the (expensive but effective) Desert Twister give the needed creature control. The 6 "cannot be the target..." creatures are a real pain for any opposing deck to deal with. The 27 mana sources are tapped in many ways -- Killer Bees, Fountain of Youth, Waiting in the Weeds, Snake Basket, generally speeding up the deck, and allowing the use of expensive spells like Desert Twister. The addition of another City of Solitude in the sideboard would be nice.

Deck: Green deck
61 Card deck:


15 Card sideboard:


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