| Back to the Planet | Links Page| Magic Decks Page | Asheron's Call Info | My BloodBowl Team |



This is my Magic: the Gathering Decks Page. Check out my decks and let me know what you think! Any questions,comments or suggestions can be emailed to me at stanek.15@osu.edu.

Phase-lhaups!!!
Direct Damage
Spirit of the Night
Karma-Blanket
Infernal Edge

Phase-lhaups!!!

Land

Blue Creatures

Blue Spells

Red Spells

Artifacts

Total Cards: 70


The idea behind this deck is pretty simple. Since all creatures are phasers, try to synchronize as many of them to phase in and out on the same turn (preferably along with Teferi's Isle.) When you think the time is right, your Mystical Tutor will pull the Jokulhaups to the top. Slam that down when your stuff is phased and when they come back your free to attack with almost no opposition!


Back to the Top of the Page

Direct Damage


Land

Red Spells

Artifacts

Total Cards: 62


This is my take on the basic all red direct damage deck. The deck is larger than most but it works pretty reliably. The Volcanic Geysers are a great addition to this sort of deck, acting as instant Fireballs. The Cursed Totem puts a stop to all of those pesky little critters. With Anarchy, you can easily be rid of any CoP: Red and Conversion spells that come down. And With the Ersatz Gnomes... colorless fireballs!!! Blast Away!!!


Back to the Top of the Page

Spirit of the Night


Land

Black Creatures

Blue Creatures

Black Spells

Blue Spells

Multi-colored Spells

Artifacts

Total Cards: 62


The name of the game with this one is to find as many ways possible to get the Spirit out fast, the faster the better. The Triassic egg is ideal for this, as is the Soul Exchange. Unfortunately, besides actually spending the mana to get it out, using the Urborg Panther and his buddies seems the slowest!


Back to the Top of the Page

Karma-Blanket


Land

White Creatures

Black Spells

White Spells

Total Cards: 66


This is another devious deck that almost anyone can build a variation of (generally out of their pestilence deck). The Blanket of Night makes all lands swamps in addition to their original type. Karma will hit each player for damage in accordance with how many swamps they have in play. WHAMMO!!! The CoP: White takes care of you.

Another variation of this is to throw in a Kormus Bell, Black Wards, Infernal Harvests, and a Pestilence or two. Use the Kormus Bell to make all swamps 1/1 creatures (i.e. all lands in this case with the Blanket out). An Infernal Harvest will let you draw swamps back into your hand to do damage. Slap some Black Wards on a few of the swamps you still have on the table and hit a one point pestilence! Talk about mass land destruction!!!


Back to the Top of the Page

Infernal Edge


Land

Red Creatures

Black Spells

Red Spells

Artifacts

Total Cards: 70


This is another deck that can really get your opponent if they aren't expecting it. With Blanket of Night, all lands are swamps. Pick them up with the Infernal Harvest, then sac them to the Land's Edge!

Back to the Top of the Page

Magic: The Gathering is a registered trademark of Wizards of the Coast, Inc. All card names are copyrighted by Wizards of the Coast, Inc. 1997

Back to the Planet