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White/Black Creepy

A collection of Mourning Thrulls and other cheap white-black or lifelink creatures with a selection of Edges of the Divinity (+3/+3 to enchanted white/black creature) and White/Black Magemarks (all enchanted creatures get +1/+1).

It's based on a deck I drafted with Liv, and the mourning thrulls were surprisingly fun, even when there were only a couple of them and a couple of enlarging effects.

Earthquake / Deep-Slumber Titan Deck

Earthquakes, Pyrohemia Rough/Tumble, Pyroclasm, and other mass damage spells paired with "whenever this is dealt damage, good stuff happens instead" creatures like Deep-Slumber Titan (3R 7/7, untaps only when damaged), Spitemare (deals damage equal to the damage dealt to it to target creature or player), Protean Hydra (Whenever it's dealt X damage, if it doesn't kill it, it regrows twice X afterwards), and Stuffy Doll (Indestructible, deals equal damage to opponent).

It's fun when it it works, but the mana curve is rather clogged. It wants to sweep early opposing creatures with 2-damage spells, play a Titan or simimlar, then get down pyrohemia and burn out any other creature played again. The trouble is, the creatures and the burn all fight for the 4/5 mana slot, it's easy to take too much early damage that you can't afford to play the spells that burn both players, and several of the creatures, while fun under ideal circumstances, are too fragile, and require being burned over several turns to make them big.

Blue/Red ticktock-ticktock-whirrrrrrrrrrrrrrrrrrr-boom

Based on an old article by Ben Bliewas called Izzet Pinball. That played lots of Gelectrodes (untap on instant or sorcery) and small untap or damage effects.

This is similar, but plays Cinder Pyromancer (untap on red spells), Gelectrode (untap on inst/sorcery spells), and Kiln Fiend and Wee Dragonaughts (get +2 or +3 on inst/sorcery) and lots of one or two mana red "do 1 damage, draw a card" type spells (Needle Drop, Crimson Wisps[1], Manamorphose) and a few other damage or card drawing spells.

I've only tried it once or twice, but it's very fun if it works. Matt showed me another Wee Dragonaughts deck once, but I can't remember how similar it is.

I originally made it to concentrate more on the pingers as creature removal, hoping to prevent the opponent playing any creatures and then slowly pinging them to death, although the games I tried it ended up smashing with Fiend or Dragonaught instead.

I know it's unlikely, but an ideal play for this deck would be something like:

Turn 1: Play a land.
Turn 2: Land, Kiln Fiend
Turn 3: Land, Pyretic Ritual, Kiln Fiend, Manamorphose, Crimson Wisps, Distortion Strike, attack for 24, 11 of it hasty unblockable. Two cards left in hand.

(That's technically possible on turn 2, but needs more luck on chaining crimson wisps into drawing more 1-mana cantrips.)

Unfortunately (or by design), the cards aren't all together in Extended, so the deck really isn't legal anywhere (which I never cared about until recently, but now I can't stop noticing).

[1] I thought this was the most useless card ever, until I wanted exactly it for this deck.

The Very Green Deck

This used to be just all the GG, GGG, and GGGG creatures which were big for their mana costs, but I decided to take it temporarily into another direction, pairing Arbor Elf with Utopia Vow and Wild Growth (again, these aren't legal together).

The Green/Red deck

Lots of red/green stompy creatures and Runes of the Deus.