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Her children are ever part of her.

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TO SEE WHAT THE NEW SLIVERS DO, GO BACK TO THE MAIN PAGE!

My Current Favorite Magic Species

Vampires
 
I made a deck that plays off the benifits of these creatures.  This deck is notorious for making realy big nasty creatures.
 
Krovican Vamp. - takes control of creatures it has killed
Sengir Vamp. - gets a +1/+1 counter each time it kills a creature.
Sengir Bats - Same thing as the Sengir Vamp. only it's smaller.
Sorceress Queen - target creature other than her is a 0/2 creature until end of turn (the perfect bite size for most vamps)
 
Bullwip - does 1 dmg. to target creature, it attacks if able (if your opponent stops wanting to lose creatures)
 
Vamp Dragon - is a 5/5 flyer that gets a +1/+1 counter it kills something. It can also dish out burn damage which quickly adds tokens
 
Sadistic glee - whenever any creature goes to the graveyard from play, put a +1/+1 token on the creature Sad. Glee enchants (Goodie! More tokens!)
 
Vampiric Embrace - gives the vamp ability and +2/+2 and flying.  If you slap it on a Sengir they get 2 +1/+1 counters instead of one!
 

Thallids
 
These creatures of fungus are great!  In my fungus deck (at its best)  each can churn out a 1/1 every third turn which can be saced to gain 2 life.  Or they can prevent all combat damge.  So you can swarm your enemy then prevent the best they can dish out.
 
Thallid- this 1/1 makes 1/1's (called saprolings)
Thallid Devourer- this 2/2 pumps out 1/1's at the same rate as the Thallid but you can sac (sacrifice) saps to get +1/+2 for each sap saced.
Elvish Farmer- this 0/2 has only two purposes:  he gives the ability to sac to gain life (for no additional cost) and to pump out saps
Spore Flower- a girly little 0/1 creature but it guards your ass from any amount of creature damage if it has enough tokens on it
Rith, The Awakener- if this 6/6 flying dragon legend does damage to your opponent, you can put 1 sap into play for each creature of a certain color in play.  Lets say green is the most common color, you hit your opponent, you tap the cost, and there are 4 green in play.  Now there are 8 green in play.  Next turn you repeat, pay the cost, now their are 16.... 32.... 64..... like bacteria
A dangerous and annoying moldy deck

Slivers
 
SLIVERS a wierd little race of creppy crawlies with no eyes, no legs, one arm, and two tails.  They share a mental link that gives all of them the ability any other one has. AKA more slivers means more powerful individual slivers.  They live in a hive which can only have one queen at a time. In my sliver deck i picked out the best slivers and made a deck that has shut down any other i have ever made.
 
*Winged sliver- 1/1 all slivers can fly [woosh!!]
*Muscle sliver- 1/1 all slivers get +1/+1 [wich makes himself a 2/2.  at best normal slivers can be 5/5's and 6/6's]
*Victual Sliver-  Slivers can be saced (if you pay 2) to gain 4 life. Because their queen is their mental core, they will sacrifce any number of themselves for the perpetuation of the hive.
*Acidic Sliver- tap 2, sac a sliver, deal 2 damge to a creature or player.  (in case your pissed off at the one who killed that sliver
*Crystalline Sliver-  All slivers cannot be the target of spells or abilities.  This doesn't affect any of the "all slivers get..." effects because they don't target a specific one.  This shuts down any hope of killing off the slivers by spells.  (2nd most hated sliver by my opponents)
*Sliver Queen-  Because she is the most valuable (both in currency and in play) you would think she might be weak.  Instead she is 7 times the size of the winged sliver.  Not only is she a moster that takes the abilites of her children and becomes frighteningly powerful, but she can "tap 2, put a 1/1 sliver into play"  this means she makes drones, who have no individual abilities.  Perfect for swarm attacks and sacing to gain life.  Besides the fact that at her best she is an 11/11 flying token generator that cannot be the target of spells or abilities, there is another reason she is so hated....
 
Heartstone- all creature abilities requiring an activation cost of tapping are reduced by one and cannot be made 0.  Victual, Acidic, and Sliver Queen now only need to tap one to do what they do.  {so now tokens can be mad for half as cheap}
 
Ashnod's Altar- You can sac a creature to add 2 to your mana pool...
SO, now i can tap one, put a sliver in play, then sac it to put 2 mana into my mana pool.  Then i can use those 2 to put 2 slivers into play.....
sac 2, 4 slivers
sac 4, 8 slivers
sac 8, 16
sac 16, 32
sac 32, 64 (sac 3 to make the number even)
sac 70, 140
sac 30, 200
sac 200, 400
.... and so on into eternity ALL ON ONE TURN!  This instant win on one turn has made my slivers the most hated of all my decks (But i love 'em any way ^^)  But the three cards i need are easy to spot once you've been killed by 2 million slivers, so you can see the combo coming. 
 
Worship- because im too poor to get another sliver queen, i had to prepare for a defensive plan.  If crystallin sliver is out, and worship is out, it is very hard to kill me.  If i have a creature in play my life total cannot be reduced to 0.... which means--- I can't be killed until Worship is disenchanted or you can get rid of my crystalline sliver.... you can attack... but i can take tha damage.... you can burn me.... but it won't effect me.... you can't burn the creature.... so unless you can kill all creatures or my enchantment, you have to sit around and wait for my Sliver Queen!

When i make a deck, i play it against other decks to see how it matches up.
 
Vamp deck, about 2nd or 3rd most wins
Thallids, usually 2nd
Slivers, almost always 1st
 
When i make a new deck i really want the new one to win but when the slivers are involved, most normal deck strategies are shut down.  The thallids are the only ones (because of spore flower) to successfully fend off 2,000,000 slivers each turn.  The slivers's disrupting strategy has forced me to retire them temporarily  to give me more time to perfect my other decks

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