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Magic the Gathering deck ideas

UserPost

1:48 pm
January 14, 2008


Greysoule

Member

posts 61

"Turbo Stasis"

This is a blue/white/artifact deck concept.

The key cards.

Stasis. 1 colorless and 1 blue mana. Enchantment. Each player skips his or her untap phase. During your upkeep pay 1 blue mana or bury Stasis.

Kismet. 3 colorless and 1 white mana. Enchantment. All of target player's creatures, lands, and artifacts come into play tapped.

Storm Cauldron. 5 colorless. Artifact. Each player may play an additional land on each of his or her turns. Whenever a land is tapped for mana, return it to owner's hand.

The whole idea is to lock up the competition with everything tapped and keeping it tapped. All the while the Storm Cauldron keeps you with a replenishable blue mana source.

Good support cards.

Howling Mine. 2 colorless mana. Artifact. At the beggining of each player's draw step, if howling mine is untapped, that player draws a card.

Boomerang. 2 blue mana. Instant. Return target permanent to its owner's hand.

Disempower. 1 colorless and 1 white mana. Instant. Put target artifact or enchantment on top of its owner's library.

The idea behind these support cards are to allow you to control the play field while trying to speed along to the end game. You can save your important early played stasis, slow down the opponent, or with key timing save a lot of important life.

Other cards that can help out.

Any increased mana production cards.

Creature removal/control cards such as Swords to Plowshares, Unsummon, or Island Sanctuary.

Forced deck destuction. Millstone and Grindstone are two favorites.

There are many ways this deck can go. Most of the time I have seen it run the opponent out of cards. This can happen with just the Howling Mines since the opponent draws first from the effect. That is why I recommend the deck destruction. I have also seen people pecked to death with Zephyr Falcons or thumped to death with a Serra Angel. Whatever way you try this out, enjoy.

————-Grey

3:41 am
January 15, 2008


Greysoule

Member

posts 61

"Auto-Rocket Launcher"

This is a white/artifact deck, but could easily add an additional color for support.

The key cards.

Enduring Renewal. 2 colorless and 2 white mana. Enchantment. Play with your hand revealed. If you would draw a card, reveal the top card of your library instead. If it's a creature card, put it into your graveyard. Otherwise, draw a card. Whenever a creature is put into a graveyard from play, return it to your hand.

Rocket Launcher. 4 colorless mana. Artifact. 2: rocket launcher deals 1 damage (this can be repeated) to target creature or player. Sacrifice rocket launcher at end of turn. Play this ability only if you have controlled rocket launcher continuously since the most recent beggining of your turn.

Ashnod's Altar. 3 colorless mana. Artifact. Sacrifice a creature: add 2 to your mana pool.

This is an engine. Once you get a creature to sacrifice repeatedly you do damage to any and every creature or player until your heart is content. With creatures that cost less than two mana that is colorless you can sacrifice them to the Altar multiple times then cast them again repeatedly too.

Good support cards.

Ornithopter. 0 mana. Artifact Creature-Thopter. 0 power, 2 toughness. Flying.

Phyrexian Walker. 0 mana. Artifact Creature-Construct. 0 power, 3 toughness.

Argivian Archaeologist. 0 colorless and 2 white mana. Creature-Human Artificer. 1 power, 1 toughness. Two white mana tap: return target artifact card from your gravyard to your hand.

These support cards are here for two reasons. One. Keep you alive until you have your key cards in place. Two. Things to sacrifice to the Altar so the engine gets rolling. The Archeologist is not a needed card and is a bit hard to find anymore, but it really helps things along and gives you some serious staying power.

Other interesting cards and modifications.

Transmute Artifact. 2 blue mana. Sorcery. As an additional cost to play transmute artifact, sacrifice an artifact. Search your library for an artifact card. If that card's converted mana cost is less than or equal to the sacrificed artifact's converted mana cost, put it into play. If it's greater, you may pay the difference. If you do, put it into play. if you don't, put it into its owners gravyard. Then shuffle your library.

Aluren. 2 colorless and 2 green mana. Enchantment. Any player may play creature cards with converted mana costs 3 or less without paying their mana costs and as though it was an instant.

These two cards add many different ways to go. Any artifact creatures that cost 1 or less mana would be welcome in this deck. If you have access to them you could even make Kobalds (red creature with 0 power and 1 toughness but has 0 casting cost) work into this thing. Normally your best bet is to find some way to survive until the engine is out there, then you win.

————Grey

10:27 am
January 15, 2008


Greysoule

Member

posts 61

"Pande-Nought"

This is a Red/Artifact deck.

The key cards.

Pandemonium. 3 colorless and 1 red mana. Enchantment. Whenever a creature comes into a play, that creature's controller may have it deal damage equal to its power to target creature or player of his or her choice.

Phyrexian Dreadnought. 1 colorless mana. Artifact Creature-Dreadnought. 12 power, 12 toughness. Trample. When Phyrexian Dreadnought comes into play, sacrifice it unless you sacrifice any number of creatures with a total power 12 or greater.

Simple idea. Low mana to thump the opponent to death. This one can backfire since Pandemonium effects you both. Ideally you will have two Dreadnoughts in your hand when you play Pandemonium so you can deal 24 damage for just two mana. One rules errata to keep in mind is that if you do not sacrifice the 12 power worth of creatures to the Dreadnought then it does not come into play, thus not triggering Pandemonium.

Good support cards.

Blood Lust. 1 colorless and 1 red mana. Instant. If target creature has toughness 5 or greater, it gets +4 power -4 toughness until end of turn. Otherwise it gets +4 power -X toughness until end of turn, where X is its toughness minus 1.

Goblin Warrens. 2 colorless and 1 red mana. Enchantment. 2 colorless and one red mana sacrifice two goblins: put three 1 power 1 toughness goblin creature tokens into play.

Put as many 1 red casting cost goblins you feel you can afford into this thing. They will give you early speed, and a little defense early on as well.

Direct damage. Preferably low casting cost instants.

The idea behind this support is to provide screening, but in truth you can run over many players with a goblin horde all on it's own. Blood Lust can be used both on offense and defense, when a goblin suddenly has 5 power and kills the opponents big creature it can throw them off. The direct damage can be added in like this as well. Goblin Warrens adds longevity plus it activates Pandemonium 3 times each time you generate your 3 new goblins.

Other ways to go and/or things to do.

Winds of Change. 1 red mana. Sorcery. Each player shuffles his or hand into his or her library, then draws that many cards.

Ball Lightning. 3 red mana. Creature-Elemental. 6 power 1 toughness. Trample. Haste. End of turn, sacrifice ball lightning.

Power Surge. 2 red mana. Enchantment. At the beggining of each player's upkeep, power surge deals X damage to that player, where X is the number of untapped lands he or she controlled at the beggning of this turn.

Manabarbs. 3 colorless and 1 red mana. Enchantment. Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player.

Zuran Orb. 0 mana. Artifact. Sacrifice a land: you gain 2 life.

Almost every time I have seen this deck do well it was a single color red deck. The reason is that it is a simple staight line damage machine and that is what red is designed to do. All of the cards I mentioned in the "Other ways to go" are not needed, simply put they are different ways to try keeping the opponent off guard while you pummel them to death. Any extra creature enchantments that give bonus to power are always welcome. Maybe you can work this out with another creature type such as Giants or Elementals. Any way you go with this it will get people's attention when you get to deal out 24 damage with two mana… sacrificing one Dreadnought to another. For me this has always been a fun deck idea. Enjoy.

————Grey



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