Lands:
12 Swamp
1 Maze of Ith
9 Mountain
Creatures:
4 Wall of Souls
4 Maggot Carrier
Other Spells:
1 Ensnaring Bridge
4 Terminate
4 Vicious Hunger
4 Flame Rift
4 Sizzle
4 Acidic Soil
4 Copper Tablet
3 Syphon Soul
1 Subversion
1 Zuran Orb |
 Multiplayer
PO.
Description of deck by its author (quoted):
On the surface, this deck should suck, but I
underestimated the power of cheap casting cost spells (there is only one
card in the deck that costs more than 3 mana), and doing 3-4 points per
turn ends the games pretty quickly. The mana base may need adjustment -
I've found myself mana screwed for red lately, but I was originally
worried about the casting cost of the BB spells...
Wall of Souls - With a deck that deals damage like this,
opponents tend to be very anxious to attack me - the longer the game goes
on, the better my chances of winning. The Walls have proven to be an
exceptional stalling method, since nobody wants to take any more
additional damage.
Maggot Carrier - Early damage (and every point counts),
they also act as early mini-beats if an opponent is slow to bring
creatures on board, and as chump blockers once players realize they have
to get rid of you...
Maze of Ith and Ensnaring Bridge - Both of these cards
prevent me from losing large amounts of damage to the fatties that
eventually hit the board, and Ensnaring Bridge has the added advantage of
drawing disenchant effects away from the ZOrb.
Terminate - Lays waste to everything but pro-creatures.
An absolute must-have when fatties start rolling my way.
Vicious Hunger - I considered these slots the weakest in
the deck while initially building it, but they've proven very effective.
The damage done by this deck generally hits everybody on the board, and
the life gain from Hunger, combined with its creature removal
capabilities, has proven to be worth it's weight in gold in this slot. I
considered dumping them for Browbeats, but the damned Hungers end up
saving my hide far too often to justify their removal (I may still
experiment).
Flame Rift, Sizzle, Copper Tablet, Syphon Soul - Nothing
like painting a big target on your butt... These are the main early-mid
game spells that put your opponents in position for the coup de grace :
Acidic Soul - The end. By this time, most people are
well below ten in life, and have been laying a land every turn (most
generally have at least 5 out). It doesn't matter to me in these
particular games if I die, as long as I take everybody with me, but I'm
usually lucky enough to draw into the Zuran Orb a turn or two before
playing the Acidic Soils...
Subversion - Certainly a questionable slot. This was put
in here for those games where I'm not drawing the requisite spells, and
the game is drawing out too long, with too many opponents still posing a
threat. I'd rip it out for a second Zuran Orb, but I don't want to draw a
second Orb ever, whereas more damage coupled with life gain is almost
always welcome.
Direct damage rarely phases this deck due to the life
gain. Weenie hordes aren't generally fast enough. The sheer repetitiveness
of the damage spells means less susceptibility to counter magic. Fatties
are slowed by the Walls, Maze, Bridge, and Terminates. |
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