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Unread 04-13-2011, 09:30 PM   #11
RobinStarwing
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My Deck is pretty much a combination of the Kamigawa and a few Ravinca. I call it Spirits of Life and Death as the main theme is Spirit Cards. That's the one I was going to use against whoever else was interested in playing a game here on NPF. I run a Green and Black deck with Iname as One and Horobi, Death's Wail.
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Unread 04-13-2011, 10:22 PM   #12
DarkDrgon
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Originally Posted by RobinStarwing View Post
My Deck is pretty much a combination of the Kamigawa and a few Ravinca. I call it Spirits of Life and Death as the main theme is Spirit Cards. That's the one I was going to use against whoever else was interested in playing a game here on NPF. I run a Green and Black deck with Iname as One and Horobi, Death's Wail.
you didn't need to repeat yourself :P

I started playing when invasion came out as a kid, got serious with Mirrodin, and the only sets during that frame I bought no packs for were Betrayers and Saviors of Kamigawa. And i still own nothing from new mirrodin block, I've been spending most of my tabletop time on 40K now
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Unread 04-13-2011, 10:36 PM   #13
RobinStarwing
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you didn't need to repeat yourself :P

I started playing when invasion came out as a kid, got serious with Mirrodin, and the only sets during that frame I bought no packs for were Betrayers and Saviors of Kamigawa. And i still own nothing from new mirrodin block, I've been spending most of my tabletop time on 40K now
You are not missing much...Mirrodin became New Phyrexia.
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Unread 04-13-2011, 10:43 PM   #14
Tev
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Which irks me to no end. Especially because I'm a big fan of the novels that accompany the game. I lost a lot of my favorite characters killing off Phyrexia the first time around. I was kinda hoping that the Mirrans would win and we'd be done with Phyrexia once and for all.

Karn's looking pretty badass though. His new Planeswalker card is hilariously awesome.
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Unread 04-13-2011, 10:58 PM   #15
EVILNess
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The only deck I still own is a white/artifact deck where nothing in it costs more than 2 mana. Every white creature in the deck had flying as well, and there is shit loads of cheap equipment in it. The general idea was to get out as many creatures as fast as possible, and if the game continued on for a while I would beef up my army with equipment to stand up to tougher creatures.

I built in it direct response to my friends' general strategy of building decks where the general theme was a Xanatos Pileup.
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Unread 04-13-2011, 11:01 PM   #16
Tev
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I built in it direct response to my friends' general strategy of building decks where the general theme was a Xanatos Pileup.
They make cards for that now...

Oh, for funsies I made a Magic deck that plays like a Yugi-Oh deck....I will play my creatures face down in defense mode. I will use my spell cards to my advantage. You will rue the day you activate my trap cards Kiba! Fear my dark magician Ixidor! Fear him! And my Blue-Eyes Quicksilver Dragon!
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Monsters:
4 Fathom Seer
4 Raven Guild Master
4 Vesuvan Shapeshifter
2 Mischievous Quanar
2 Quicksilver Dragon
2 Wall of Deceit
2 Ixidor, Reality Sculptor

Spells:
4 Counterspell
4 Mana Leak
4 Into the Roil

Traps:
4 Archive Trap
2 Mindbreak Trap
2 Whiplash Trap

Land:
16 Island
4 Zoetic Cavern
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Last edited by Tev; 04-13-2011 at 11:15 PM.
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Unread 04-13-2011, 11:20 PM   #17
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Is... is that a Morph deck? Damn, that's something I haven't seen in a while.

...you should totally put Ixidron in there. It's like putting EVERYTHING in defense mode!
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Unread 04-13-2011, 11:24 PM   #18
Tev
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I really should, but I decided there was enough shenanigans going on already in that deck. Anymore and my opponent actually would punch me and I really couldn't blame them.
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Unread 04-13-2011, 11:43 PM   #19
RobinStarwing
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I really should, but I decided there was enough shenanigans going on already in that deck. Anymore and my opponent actually would punch me and I really couldn't blame them.
It would be like making a team of Baton Passing Eeveelutions in Pokemon DS games O_O
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Unread 04-14-2011, 11:31 AM   #20
h4x.m4g3
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WTF I make weird combo decks and explain them far too much.

I am the combo deck player in my group, so much so that the previous combo decker in the group started playing more straightforward decks in response for fear the group would explode. Generally I abuse triggered abilities and global enchantments, to make a pretty wimpy card or two frighteningly powerful.

I've already shared some of my decks here before so I'll just put my newer one that has been working surprisingly well.
Doesn't have a name yet, was once called Bringing Epic Back but I rarely use that move
Decklist
This is the actual decklist, there's a bunch of cards that I have 1 or 2 copies of, that I'd put 4 of in the deck if I had them, and some stuff that doesn't work that well but I never took out. It's still a work in process

The Star
Ink-Treader Nephilim x4

The Little Brothers
Precursor Golem
x2
Yore-Tiller Nephilim x1
The Backup
Spire Golem x4
Dross Golem x3
Razor Golem x1
The Roadies
Merfolk Looter x1
Bonded Fetch x 1
The Shenanigans
Undying Flames x2 - The Epic Move mentioned earlier
Demonic Dread x2
Slave of Bolas x2
Sigil Blessing x2
Eratic Mutation x2
Twitch x1
Quickchange x1
Candles' Glow x1
Viridescent Wisps x1
Otherwordly Journey x1
Heat Shimmer x1
Rite of Replication x1
Unsummon x1
Spellbook x1
Support
Terrarion x2
Chromatic Sphere x2
Spellbook x1
Land
Rupture Spire x2
Ancient Ziggurat x1
Swamp x2
Forest x3
Mountain x2
Plains x4
Island x6

The deck absolutely depends on Ink-Treader Nephilim's triggered ability (Whenever he is the only creature targeted by a instant/sorcery copy it for each other creature it could target, each copy targets one of those creatures), and the ruling that Ink-Treader's controller, controls all copies of the spell. Precursor Golem is a backup card with a similar ability (whenever a instant/sorcery targets a single golem copy that spell for each other golem it could copy), although the ruling for precursor is the original caster, controls all copies making it slightly (but not by much less useful) and in some ways more useful that each precursor golem will trigger off the same spell (so if there are two out, it copies twice to each golem). Undying flames has you exile cards from the top of your library till you hit a non-land card then deals damage to target creature or player equal to that card's converted mana cost with the Epic keyword from Kamigawa (get a copy of this spell minus the epic ability in during each of your upkeeps but you cannot cast ANY spells for the remainder of the game).

Once ink-treader is out play a spell from the shenanigan section and target the ink-treader as appropriate. The golems are there to provide a bit of creature support while making precursor more worthwhile (as well as being 6 cost for Undying Flames).

Undying flames on ink-treader is the move that originally inspired this deck although it is not used very much because it's extremely risky and often kills me before my opponent (because I run out of cards). Because you copy the original spell, and because they all exist on the stack before any single instance resolves. You get an Epic copy each turn for the rest of the game based on the number of creatures in play when you originally cast the spell. So if you have 3 creatures (one of them ink-treader) and your opponent has 6. You cast the spell 9 times this turn (each has to target a creature). And every remaining turn you cast the spell 9 times (and can target the opposing player directly or any cratures). You can't cast any other spells (only play land, and use whatever you have left on the field) for the rest of the game. Its a big risk, you may hit all the high mana cost cards targeting 1/1 creatures and only get the 1 and 2 cost cards when targeting the player.

The next block of text is all the different ways the shenanigans works and if you know the cards/can look them up you really don't need to read it, but the deck has done such odd things before I felt it worth listing.

Viridescent wisps and quickchange are there to take advantage of their effect, allowing you to draw a card for each targetable creature in the game for 1g or 2u hopefully one of them is the spellbook and the rest are your good spells. Quickchange has the added benefit of allowing you to thrawt a terror attempt by making your creatures black and everyone else's nonblack. Demonic dread lets you prevent all blocking for one turn (and cascades into one additional card, the copies do not cascade). Heat shimmer and rite of replication gives you a copy of every creature (or 5 if you can kick it, which is possible when you draw a lot of land from the wisps or quickchange and your game ending move is prevented). Heat shimmer tokens last only one turn but if you're preventing all blocking this turn anyway. Sigil blessing is gives your creatures Y+2/Y+2 for a turn where Y is the number of creatures you control (everyone else gets the same benefit). Candles' glow nets life when blocked/blocking. Slave of Bolas lets you take control of all creatures for a single turn, then sacrifice them so they can't be used against you again. Unsummon, and journey to nowhere protect you against overrun, wipes tokens and when your opponent's field is better then yours (and you can't take advantage of it) unsummon can make it costly. Erratic mutation can cut some creatures down to size, and lets you sort your deck in chunks/see where everything is.
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