Habitat Destruction (Mono Black Land Destruction)

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                                        Habitat Destruction (Mono Black Land Destruction)


                                                                           Introduction

I've been working on this deck for a while now but I feel it still needs some work. The premise of the deck is to stall and control the board by removing land and creatures until you can get a soft lock with Tainted Aether then work you way into winning with a spell like Consume SpiritThis is a fun deck to play at a kitchen table and can be built even if you are on a modest budget. This deck works best in one vs one games but can work on teams as well.

                                                                          Card Choices

   

These are your primary land destruction spells. They all cost less than 3 mana which means if you go second, you can remove a land with the help of Dark Ritual and if you go first you can play Blight on turn two. Blight is a budget substitue for Sinkhole and if money is not an object you should definatly run the latter. The other 3 spells are all essentially identical with the exception of Rancid Earth. Late game Rancid Earth can get rid of pesky critters and small tokens so you should always run 4 of those.

   

These are your creature control options. There's a wide array of options. Mostly edicts and board wipes but some Go For The Throat is solid spot removal and instant speed. Mutilate really needs no introduction and in some cases is a better card than Damnation (because it can hit indestructible stuff). Innocent Blood is a solid turn two play and is one of the best black removal spells in the game.



Tainted Aether is the star of this deck and can be brutal if played early. With help from Dark Ritual it can literally be played on turn two and some decks just can't answer it. Reoccuring land destruction and creature destruction for only 4 mana. This thing is an absoute monster in many scenarios. 



Phyrexian Arena is your draw engine. It is still is one of the best black draw engines in the game and it won't cost you an arm and a leg. A fantastic turn one play is Dark Ritual into Phyrexian Arena. Losing 1 lifea turn is not a big deal, especially when your win conditions gain you life.

 

These cards are you win conditions. Consume Spirit and Corrupt, both these cards late game are incredibly powerful and casting 2 or 3 of them should easily win the game, especially if you are able to run them with Cabal Coffers (with Cabal Coffers, often just casting one can do the trick). Cabal Coffers does hurt the wallet, but it is one of the best mono black cards ever. Don't worry though, this deck certainly is playable casually without Cabal Coffers

   

Strip Mine is the best land removal spell in the game but Swamps are still your best friend. Don't forget you can only run one Strip Mine. Dark Ritual is essential, especially if you aren't running Cabal Coffers because they make your win conditions bigger. They also allow for turn one land destruction or Phyrexian Arena along with turn two Tainted Aether

The Deck

Land Destruction (13)

4x Rancid Earth
3x Icequake
3x Rain of Tears
2x Blight
1x Strip Mine

Creature Control (10)

3x Innocent Blood
3x Go For The Throat
2x Barter In Blood
2x Mutilate

Win Condition (6)

3x Consume Spirit
3x Corrupt

Other (9)

4x Dark Ritual
3x Tainted Aether
2x Phyrexian Arena

Land (22)
 
22x Swamp

I plan on adding an additional section on match-ups, so please do not hestitate to state what decks would perform poorly against this deck along with which decks would have an upper hand.

Thanks for taking the time to read over my deck. I'm free to answer any questions about the deck and I strongly encourage them, I would also love to hear any feedback or alternative options for the deck. I really feel that this deck is missing something but I'm trying to keep it budget friendly.
I don't bite, don't hesitate to message me if you have any questions or thoughts about deck ideas I post or anything Magic the Gathering related. My Causal Modern Decks Swag Flu (Mono Black Infect) http://community.wizards.com/go/thread/view/75842/29788619/Swag_Flu_(Mono_Black_Infect) American Super Friends (White/Blue/Red Planeswalker Control) http://community.wizards.com/go/thread/view/75842/29772319/American_Super_Friends_(Budget_WhiteBlueRed_Planeswalker_Control) Hong Kong (White/Red Norin Tokens)http://community.wizards.com/go/thread/view/75842/29636557/Hong_Kong_(WhiteRed_Norin_Tokens)
I notice a lot of creature removal. Would the deck do well against control or combo? I'd at least play a little hand disruption I think, since it's good in most matchups. Befoul is an option that gives you utility, but it is a little expensive on the mana side of things.
Wouldn't it be easier to have a constant stream of mass LD (like catastrophe) along with some artifact mana sources to simply lock everybody down? That probably sounds like a completely different deck, though.

Consume spirit should be exsanguinate, and 4x cabal coffers would be worth investing in, as well as urborg, tomb of yawgmoth. Just stating the obvious on this one, in case anybody would want to invest heavily into any mono-black deck, ever.

I see your deck focusing on several different things at once...which isn't really a focus. My main concern is the single-shot LD spells. Not only do they cost 3 on average, you don't have a way of re-using them. Not to mention the fact that you are only slowing your opponent down a little bit when compared to what you could have played on your turn instead of a LD spell.

The other focus of the deck is creature destruction. If you are devoting half of the deck to LD, and half to kill-spells, then your deck is only going to accomplish whatever it wants to accomplish half of the time. If you had a bit of discard, then you could deal with threats before they even become threatening.

I honestly believe you could make this deck a mono-black control deck, especially because your wincon is to drain your opponent with consume spirit. If you decide to do this, card advantage is king. There are plenty of MBC builds online, just google it.
HOW TO AUTOCARD! When posting in a text box, type [c]Plains[/c] to make your post showPlains.
Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!
Wouldn't it be easier to have a constant stream of mass LD (like catastrophe) along with some artifact mana sources to simply lock everybody down? That probably sounds like a completely different deck, though.

Consume spirit should be exsanguinate, and 4x cabal coffers would be worth investing in, as well as urborg, tomb of yawgmoth. Just stating the obvious on this one, in case anybody would want to invest heavily into any mono-black deck, ever.

I see your deck focusing on several different things at once...which isn't really a focus. My main concern is the single-shot LD spells. Not only do they cost 3 on average, you don't have a way of re-using them. Not to mention the fact that you are only slowing your opponent down a little bit when compared to what you could have played on your turn instead of a LD spell.

The other focus of the deck is creature destruction. If you are devoting half of the deck to LD, and half to kill-spells, then your deck is only going to accomplish whatever it wants to accomplish half of the time. If you had a bit of discard, then you could deal with threats before they even become threatening.

I honestly believe you could make this deck a mono-black control deck, especially because your wincon is to drain your opponent with consume spirit. If you decide to do this, card advantage is king. There are plenty of MBC builds online, just google it.

Yeah, that would be a competley different deck. You are talking about a mono black control deck that isn't budget at all. The 5 lands you are talking about alone cost more than this deck as a whole. I do have a mono black control deck that I'll post sometime that's pretty solid and is fairly budget (with the exception of Cabal Coffers).

The deck isn't for multiplayer, so Exsanguniate is identical to Consume Spirit except it costs more money and can't hit planeswalkers.

This is a budget mono black land destruction deck. That's what it is so while stuff like Catastrophe, and Urborg, Tomb of Yawgmoth are solid cards, they certainly don't fit into this deck.

@Sleeping: Yeah, Befoul is alright, I considered it but it costs too much mana.

I'm curious what you guys would recommend for potential other win conditions in a land destruction deck like this. 
I don't bite, don't hesitate to message me if you have any questions or thoughts about deck ideas I post or anything Magic the Gathering related. My Causal Modern Decks Swag Flu (Mono Black Infect) http://community.wizards.com/go/thread/view/75842/29788619/Swag_Flu_(Mono_Black_Infect) American Super Friends (White/Blue/Red Planeswalker Control) http://community.wizards.com/go/thread/view/75842/29772319/American_Super_Friends_(Budget_WhiteBlueRed_Planeswalker_Control) Hong Kong (White/Red Norin Tokens)http://community.wizards.com/go/thread/view/75842/29636557/Hong_Kong_(WhiteRed_Norin_Tokens)
I just realized that practically all your spells cost three mana or more. You might be able to profitably run Trinisphere.
There is space for Damnation in there somwhere I am sure of it.
There is space for Damnation in there somwhere I am sure of it.



Damnation isn't exactly budget, well for most people.
Oh. $50 odd for 4. Right you are I did not know that. Still I leave the overpriced sugestion stand. A deck with no creatures to lose could use a Damnation.

Helldozer is a land destruction oriented finisher. Crypt Rats can be both a finisher and a Wrath.


Infest is another removal option. Skinrender, Shriekmaw, and Nekrataal can act as both finishers and removal.

I really apperciate the feedback everyone, please keep it coming!

Trinisphere is very sexy, I never knew about that card, and although it's restricted, it couldn't hurt to run one. What should I cut? Helldozer is cool and fits the theme but I was wondering if there were alternate win conditions that were non-creatures. 

Damnation will not make it in this deck, I said it before, and I'll say it again, this is a budget deck. No Cabal Coffers, no Damnation, etc. If a card costs more than $5 bucks or so I won't consider it. As the deck stands now, nothing in here costs more than $4 and that's just a single Strip Mine
I don't bite, don't hesitate to message me if you have any questions or thoughts about deck ideas I post or anything Magic the Gathering related. My Causal Modern Decks Swag Flu (Mono Black Infect) http://community.wizards.com/go/thread/view/75842/29788619/Swag_Flu_(Mono_Black_Infect) American Super Friends (White/Blue/Red Planeswalker Control) http://community.wizards.com/go/thread/view/75842/29772319/American_Super_Friends_(Budget_WhiteBlueRed_Planeswalker_Control) Hong Kong (White/Red Norin Tokens)http://community.wizards.com/go/thread/view/75842/29636557/Hong_Kong_(WhiteRed_Norin_Tokens)
Plague Wind is cheep in dollars if you are ok with the mana cost.
I don't see what's so great about Damnation or even Plague Wing if you aren't playing creatures anyways. Mutilate hits everything, including indestructible stuff. I guess if you really fear regeneration stuff, but that's not very popular in my play circle. On turn 4 or 5, Mutilate is probably going to get rid of everything. Barter in Blood also hits really hard on turn 4, especially after an earlier Innocent Blood or Go For the Throat.

In this deck, Plague Wind and Multiate function virtually the same, especially if I have 9 mana. Mutilatedoes practically everything Plague Wind does multiple turns earlier and it does everything Damnation does for a quarter of the price. Besides, Tained Aether is going to wreck hell in the deck anyways, you can't even flood the board against a card like that.
I don't bite, don't hesitate to message me if you have any questions or thoughts about deck ideas I post or anything Magic the Gathering related. My Causal Modern Decks Swag Flu (Mono Black Infect) http://community.wizards.com/go/thread/view/75842/29788619/Swag_Flu_(Mono_Black_Infect) American Super Friends (White/Blue/Red Planeswalker Control) http://community.wizards.com/go/thread/view/75842/29772319/American_Super_Friends_(Budget_WhiteBlueRed_Planeswalker_Control) Hong Kong (White/Red Norin Tokens)http://community.wizards.com/go/thread/view/75842/29636557/Hong_Kong_(WhiteRed_Norin_Tokens)
I don't see what's so great about Damnation or even Plague Wing if you aren't playing creatures anyways.


As a creture player they are what i think aobut first when I play. Therefore I think about removal of them. You make better and cheeper points tho. 
@Sleeping, I think your version of the deck is interesting but doesn't have nearly enough creature removal for a deck with no creatures. I really want to keep Tainted Aether, that card is the whole reason I built this deck. I TOTALLY forgot about Sorin's Vengeance and I should run that over Corrupt. Pretty sure I should run Trinisphere. Turn one Trinisphere through Dark Ritual is very very dirty. It might as well say "for 2 turns, your opponent can't do anything" and by then I should hit one of their lands anyways.
I don't bite, don't hesitate to message me if you have any questions or thoughts about deck ideas I post or anything Magic the Gathering related. My Causal Modern Decks Swag Flu (Mono Black Infect) http://community.wizards.com/go/thread/view/75842/29788619/Swag_Flu_(Mono_Black_Infect) American Super Friends (White/Blue/Red Planeswalker Control) http://community.wizards.com/go/thread/view/75842/29772319/American_Super_Friends_(Budget_WhiteBlueRed_Planeswalker_Control) Hong Kong (White/Red Norin Tokens)http://community.wizards.com/go/thread/view/75842/29636557/Hong_Kong_(WhiteRed_Norin_Tokens)
Evincar's Justice and Consume Spirit also function as creature removal, but yeah, it is a little light.
Yeah, but if you use Consume Spirit as removal, you really only have 2 solid win conditions which is a little thin in my opinon. Evincar's Justice is interesting though. Not my type of card, I never really liked buyback. Does anyone love buyback? Your recommendations are very helpful though.

Here's what I'm thinking now:

Land Destruction (12)

4x Rancid Earth
3x Rain of Tears
2x Icequake
2x Blight
1x Strip Mine

Creature Control (10)

3x Innocent Blood
3x Go For The Throat
2x Barter In Blood
2x Mutilate

Win Condition (6)

4x Sorin's Vengeance
2x Consume Spirit

Other (10)

4x Dark Ritual
3x Tainted Aether
2x Phyrexian Arena
1x Trinisphere

Land (22)
 
22x Swamp 

I cut an Icequake, I really didn't want to but I had to make room for Trinisphere (by the way are there any other cards that are similar to Trinisphere?). Would going down to 21 lands be a better option?
I don't bite, don't hesitate to message me if you have any questions or thoughts about deck ideas I post or anything Magic the Gathering related. My Causal Modern Decks Swag Flu (Mono Black Infect) http://community.wizards.com/go/thread/view/75842/29788619/Swag_Flu_(Mono_Black_Infect) American Super Friends (White/Blue/Red Planeswalker Control) http://community.wizards.com/go/thread/view/75842/29772319/American_Super_Friends_(Budget_WhiteBlueRed_Planeswalker_Control) Hong Kong (White/Red Norin Tokens)http://community.wizards.com/go/thread/view/75842/29636557/Hong_Kong_(WhiteRed_Norin_Tokens)

Sphere of Resistance, and my favorite, Lodestone Golem.


I also thought of two things that might improve your deck. Lacking many solid turn two plays you might want to play something like Mind Stone. You might also want to play a couple Barren Moor since they can be land when you need them and a card when you don't.


The other thing I thought about is win conditions. You don't have to waste as many spells on win conditions if you throw a couple Mishra's Factory // Urza's Factory // Gargoyle Castle // Zoetic Cavern into your deck. Twisted Abomination is also a pretty reliable finisher (because of the regeneration), and can cycle for a Swamp if you need one. He's probably worse than one of the creature lands though, since you have to spend a turn in order to get a land off of him.

Yeah, Sphere of Reisistance is very good. There are multiple turn two plays I have. Go For The Throat is a common one, as is turn two Dark Ritual into a 4 drop. I really want this to be creatureless if possible. 
I don't bite, don't hesitate to message me if you have any questions or thoughts about deck ideas I post or anything Magic the Gathering related. My Causal Modern Decks Swag Flu (Mono Black Infect) http://community.wizards.com/go/thread/view/75842/29788619/Swag_Flu_(Mono_Black_Infect) American Super Friends (White/Blue/Red Planeswalker Control) http://community.wizards.com/go/thread/view/75842/29772319/American_Super_Friends_(Budget_WhiteBlueRed_Planeswalker_Control) Hong Kong (White/Red Norin Tokens)http://community.wizards.com/go/thread/view/75842/29636557/Hong_Kong_(WhiteRed_Norin_Tokens)
what would really make this miserable to play against is if leechridden swamp was your win con.

For the record, I love buyback. ;)

Trinisphere, in my opinion, is a bad card. By the time you're able to play it on turn 3, everything will cost roughly 3 mana anyway. (If you're worried about fast goblin decks or something, then just play caltrops or thunderstaff). If you get a perfect hand with trinisphere and dark ritual to get it out on turn 1, you're essentially stalling everything until turn 3, because all of your turn 2 spells would cost a minimum of 3 (including dark ritual, which becomes a dead card for the remainder of the game).


If the goal is to play a large consume spirit or sorin's vengeance, then working to get up to that much mana is the most important thing of all. Thran dynamo and other artifact mana sources would be the best route.

HOW TO AUTOCARD! When posting in a text box, type [c]Plains[/c] to make your post showPlains.
Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!
Have you thought about Tendrils of Corruption instead of consume spirit.  I like it better than than spirit because it's an instant and you only need 4 mana to play it and can be used a removal spell.  Only downside is it doesn't hit player.  It's very budget friendly. 

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[*deck]

16 Forest

2 strip mine

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Assault of the Minotaurs

Lands
19 Mountain
4 Khalni Garden
1 Thawing Glaciers

 

Artifacts
4 Didgeridoo
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1 Tenza, Godo's Maul

 

Spells
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2 Tahngarth, Talruum Hero

Rapid infenction

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Use your Illusion

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4 Ball Lightning
4 Hell's Thunder
4 Blistering Firecat
4 Hellspark Elemental
4 Spark Elemental
2 Lightning Serpent

Death from the Sky

Land
4 Glacial Fortress
4 Azorius Chancery
4 Seaside Haven
5 Plains
5 Island

 

Creatures
4 Squadron Hawk
4 Soulcatcher
4 Judge's Familar
3 Augury Owl
3 Cloudreach Cavalry
3 Pride of Clouds
2 Emeria Angel
2 Aven Mimeomancer
1 God of Awe

 

Spells
4 Soulcatchers' Aerie
4 Oblivion Ring
2 Battle Screech
2 Airborne Raid

Stompy

Lands
18 Forest

Creatures
3 Garruk's Companion
3 Rogue Elephant
4 Silhana Ledgewalker
4 Skarrgan Pit-Skulk
3 Pouncing Jaguar
3 Quirion Ranger
3 Shinen of Life's Roar

Spells
3 Groundswell
4 Rancor
3 Gather Courage
3 Briar Shield
3 Vines of Vastwood
3 Fog

Multi-Player Decks I'm currently Playing

Discard

Lands
22 Swamp

 

Spells
4 Innocent Blood
4 Mutilate
4 Sign in Blood

2 Syphon Mind
1 Demonic Tutor
1 Vampiric Tutor

Enchantments
4 Necrogen Mists
4 Bottomless Pit
4 Shrieking Affliction

Artifacts
4 Wheel of Torture
3 Ensnaring Bridge
3 Bottled Cloister

Everyone Burns

18 Mountain
2 Valakut, the Molten Pinnacle
2 Glacial Chasm
1 Shivan Gorge

Creatures
4 Aether Membrane

Artifacts
3 Sun Droplet

Enchantments
4 Quest for Pure Flame

Spells
4 Sizzle
4 Flame Rift
4 Browbeat
4 Flamebreak
4 Acidic Soil
3 Breaking Point
3 Breath of Darigaaz

Brewing a Storm

Lands
2 Glacial Chasm
3 Sunpetal Grove
3 Greypelt Refuge
4 Brushland
4 Forest
5 Plains

Spells
3 Wrath of God
2 Hurricane


Enchantment
2 Ghostly Prison
2 Titania's Song
2 Aura of Silence
2 Kismet
1 Fastbond

 

Artifacts
4 Fieldmist Borderpost
4 Storm Cauldron
4 Ankh of Mishra
2 Sun Droplet
1 Venser's Journal
2 Horn of Greed
4 Iron Maiden
4 Darksteel Ingot

Beast Gone Wild

Lands
3 Kessig Wolf Run
4 Contested Cliffs
4 Kazandu Refuge
4 Gruul Turf
1 Yavimaya Hollow
8 Forest

 

Creatures
4 Krosan Warchief
4 Wirewood Savage
3 Ravenous Baloth
3 Rampaging Baloths
2 Spearbreaker Behemoth
2 Mold Shambler
2 Terra Stomper
1 Craterhoof Behemoth
1 Gruul Ragebeast
1 Silklash Spider
1 Copperhoof Vorrac
1 Ursapine
1 Molder Slug
1 Protean Hulk

 

Enchantments
4 Wild Growth
2 Warstorm Surge
1 Spidersilk Armor

 

Planeswalker
2 Garruk, Primal Hunter

Elven Rythym Nation

Lands
14 Forest
2 Wirewood Lodge
1 Oran-Rief, the Vastwood
1 Pendelhaven

 

Creatures
3 Joraga Warcaller
2 Ezuri, Renegade Leader
4 Priest of Titania
2 Fyndhorn Elves
4 Llanowar Elves
4 Wirewood Symbiote
4 Elvish Visionary
4 Elvish Archdruid
4 Sylvan Messenger
4 Imperious Perfect

 

Spells
1 Asceticism
2 Biorhythm
2 Hurricane
2 Eldrazi Monument

I want to drink your blood

Lands
18 Swamp
4 Leechridden Swamp
2 Cabal Coffers

 

Creatures
4 Pulse Tracker
3 Blood Artist
4 Vampire Nighthawk
4 Malakir Bloodwitch
3 Falkenrath Noble
2 Bloodline Keeper

 

Enchantments
3 Underworld Connections
1 No Mercy
1 Phyrexian Reclamation

 

Spells
4 Syphon Soul
4 Blood Tithe
3 Exsanguinate

Draw equals Pain

Land
1 Tolarian Academy
2 Sulfur Falls
4 Great Furnace
4 Seat of the Synod
1 Mikokoro, Center of the Sea
2 Deserted Temple
2 Reliquary Tower
3 Island
2 Mountain

 

Creatures
4 Swans of Bryn Argoll
2 Jace's Archivist
2 Kami of the Crescent Moon
4 Psychosis Crawler

 

Artifacts
4 Howling Mine
4 Iron Maiden
4 Ebony Owl Netsuke
1 Ivory Tower

 

Spells
4 Winds of Change
4 Molten Psyche
2 Copy Artifact
2 Sunder
2 Cyclonic Rift

Rainbow Sliver

Lands
4 Ancient Ziggurat
4 Rootbound Crag
4 Overgrown Tomb
4 Sunpetal Grove
4 Breeding Pool

 

Creatures
4 Muscle Sliver
4 Sinew Sliver
4 Gemhide Sliver
3 Winged Sliver
4 Crystalline Sliver
4 Homing Sliver
2 Heart Sliver
2 Acidic Sliver
1 Sliver Overlord
1 Essence Sliver
1 Necrotic Sliver
1 Harmonic Sliver
1 Brood Sliver
1 Shifting Sliver
1 Fury Sliver

 

Spells
3 Distant Melody
1 Creeping Renaissance

 

Artifacts
2 Door of Destinies

soldier

Lands
22 Plains
2 Emeria, Sky Ruin

 

Creatures
4 Veteran Swordsmith
4 Daru Warchief
3 Field Marshal
3 Knight-Captain of Eos
3 Captain of the Watch
3 Catapult Master
2 Loxodon Gatekeeper
2 Angel of Glory's Rise
2 Stormfront Riders
1 Darien, King of Kjeldor
1 Odric, Master Tactician

 

Spells
4 Skullclamp
2 Eldrazi Monument
1 Mobilization

 

Planeswalker
1 Elspeth, Knight-Errant

Life Test

Lands
16 Plains
4 Kabira Crossroads
2 Emeria, the Sky Ruin
1 Miren, the Moaing Well

 

Creatures
4 Wall of Reverence
2 Divinity of Pride
4 Serra Ascendant
4 Martyr of Sands
4 Kami of False Hope

 

Spells
2 Test of Endurance
1 Idyllic Tutor
1 Enlightened Tutor
1 Beacon of Immortality
2 Fracturing Gust
3 Congregate
2 Well of Lost Dreams
2 Proclamation of Rebirth
4 Chastise
1 Elixir of Immortality
1 Debtors' Knell

 

Planeswalker
1 Ajani Goldmane