What are some fun deck concepts for casual play?

17 posts / 0 new
Last post
I run the following decks.

Naya creature based deck.  Runs ok probably going to get changed to a Gruul aggro deck to simplify from three mana.
Mono black Zombies.  because zombies are cool
Just finished the next two but waiting on a few cards to show up so I haven't run them yet
Dimir mill / controll - liked the unusual win condition and never had a controll deck before so I built one to try
G/U Infect deck - thought the turn 2-3 wins with a perfect hand was cool and the unique win condition of poison sealed the deal.

So what are some of the fun decks to run in non competative casual play?  One of the ones I am tinkering with in my head is a mono red no creature burn deck, but would love to hear other options as Iam sure there are many choices out there.  Iam also positive the choices are endless, so I would like to hear more about ones with unique win conditions.

Thanks

Jason

How about a Helix Pinnacle deck? Always wanted to try that...
"The clown never dies" Helpful stuff:
Show
[c*]Storm Crow[/c*]=Storm Crow when you remove the *'s. This is called autocarding. Always use it. Always.
Build a ramp deck and play fatties that are too expensive for regular play. Ramping into massive Eldrazi is extremely satisfying. 

Build another control deck, but screw Dimir. I find Mill to be excessively tiresome and uninteresting, not to mention weak unless done in a specific way. Try an ultra-defensive U/W control build with a few powerful win conditions or something. 

Bro, do you even Autocard?

Autocarding: [c]Cryptic Command[/c] = Cryptic Command

Showing somebody how to autocard: [c[b][/b]]Cryptic Command[/c] = [c]Cryptic Command[/c] = Cryptic Command

I like going through old mechanics and meshing them into newer deck archetypes. Some old gems that have been forgotten can be a lot of fun. That Rebelellious Parfait deck i made not too long ago is a freakin' blast, and it's all thanks to that old Rebel search mechanic.
Urza is my Shepherd. Planet Multiverse
On Tolarian Time Bubbles
56849398 wrote:
147480487 wrote:
I'd hate to accidentally walk partially into one.
Random Tolarian wizard's last words. ;)
Real life fact: I'm terrified of Grizzly Bears, Polar Bears... and bears that could potentially blink into reality through a time rift.
Find an odd creature type to build around. There are enough things to make it work.

Build a deck based on art alone. Maybe even get some crack cards.

Make a deck based on your favorite: movie, book, song, type of food, etc.

Hit the "Random" button on gatherer to find something to build around.

Get completely wasted, then try to make a deck. You never know.

Post the crappiest deck you can possibly think of here on the forums, then we'll help you make it.



Try to think outside the box.
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!
you're missing a fun combo deck.  Here are a couple of mine:

Gary:  An old but still good combo:  Keep creaturs from killing you until you win off of Underworld Dreams and/or Liliana's Caress and a Wheel of Fortune effect.

Biorhythm:  A fun deck.  Try to control the game long enough to play an overloaded Cyclonic Rift at the end of your opponent's turn then cast Biorhythm on your turn making their life totals become 0 (because they have no creatures), and yours is hopefully more than that because you hopefully have a creature.  Here's another version I made that accelerates with 12 post instead of land ramp (12 Post is banned in Modern I heard, but if that's no problem I think that's probably the better deck)

basically, find a couple or more cards that will win the game for you if you play them together.  Lich and Mirror Universe are a classic example.  Underworld Dreams + Teferi's Puzzle Box is another fun one.  Just be creative, I'm sure there are cool combos in newer sets.  Illusionist's Bracers looks really fun, actually.  Maybe pair it with Lightning Crafter and stuff?
I like going through old mechanics and meshing them into newer deck archetypes. Some old gems that have been forgotten can be a lot of fun. That Rebelellious Parfait deck i made not too long ago is a freakin' blast, and it's all thanks to that old Rebel search mechanic.




Dang, he beat me to it. I was looking at them old rebels, and they're cheap. I mean really cheap. I could probably build a solid rebel deck under 10 dollars. And that's a good mechanic. Need a rebel? tap, done.
Before anyone can help, you gotta deck list your post. Go back and edit your post.
becomes You can also [c.]Forest[/c.] a card, minus the periods. So it reads Forest. Click quote on my post to see how I used that code if you're confused.
Strip yourself of the security blanket people use called 4-ofs and just go with a single copy of any card.  In other words, do a 60 card highlander for a challenge.  Then make it really challenging and use all 5 colors (at least then all options are on the table!)  You quickly find the value of "sub-par" cards as you piece together a mechanically sound deck.  I can include my current highlander if you  wish, but no worries if not.  Highlanders are not for everyone.
Highlanding can be fun.

A red or red/blue coin flip deck is fun.  Chain casting (and winning) multiple Fiery Gambits is fun!

Some of the alternate win cards are harder to build around than others.   Battle of Wits... with no tutors for more challenge!

Bazaar of Wonders makes for an interesting card to build around, almost singleton, kind of millish.

Decks built entirely from one block of cards.

Cheers! 
A shout out to Gaming Grounds in Kent, Ohio and Gamers N Geeks in Mobile, Alabama. www.zombiehunters.org for all your preparation needs. http://shtfschool.com/ - why prepping is useful, from one who has been there.
I like going through old mechanics and meshing them into newer deck archetypes. Some old gems that have been forgotten can be a lot of fun. That Rebelellious Parfait deck i made not too long ago is a freakin' blast, and it's all thanks to that old Rebel search mechanic.




Dang, he beat me to it. I was looking at them old rebels, and they're cheap. I mean really cheap. I could probably build a solid rebel deck under 10 dollars. And that's a good mechanic. Need a rebel? tap, done.



You certainly can. I sort of went the other way with it though lol.



The engine is the pricey part. The Rebels themselves (except for maybe Mirror Entity) are all relatively cheap cards, mana- and $-wise...I love Rebels.
Urza is my Shepherd. Planet Multiverse
On Tolarian Time Bubbles
56849398 wrote:
147480487 wrote:
I'd hate to accidentally walk partially into one.
Random Tolarian wizard's last words. ;)
Real life fact: I'm terrified of Grizzly Bears, Polar Bears... and bears that could potentially blink into reality through a time rift.
I agree with El_Pared and Angrypossum you are missing a combo or fatty deck. You can even put these ideas together with cards like entomb/reanimate (my favorite), tooth and nail, elvish piper, quicksilver amulet, recurring nightmare, birthing pod, summoning trap and master transmuter. Now those are just the ones off the top of my head but I am sure there are more ways out there to by pass hard casting.

How to Auto Card: [c]Entomb[/c] Becomes Entomb

Maybe something built around my personal favorite creature-cheater, Cryptic Gateway?
Urza is my Shepherd. Planet Multiverse
On Tolarian Time Bubbles
56849398 wrote:
147480487 wrote:
I'd hate to accidentally walk partially into one.
Random Tolarian wizard's last words. ;)
Real life fact: I'm terrified of Grizzly Bears, Polar Bears... and bears that could potentially blink into reality through a time rift.
How about a deck that takes joy in watching creatures fly of the battlefield into the graveyard?


Or a deck that's completely:
IrrElephant

[deck]
4 Endangered Armodon
4 Iron Tusk Elephant
4 Prized Elephant
1 Rabid Elephant
2 Siege Mastodon
1 Terastodon
3 Vintara Elephant
4 Wild Elephant
3 Kazandu Tuskcaller
4 Call of the Herd
2 Elephant Ambush
3 Elephant Guide

2 Elephant Graveyard
4 Temple Garden
17 Forest
2 Plains
[/deck]






The deck I had a blast with was a 60 card highlander mono blue Laboratory Maniac deck. Mirror-Mad Phantasm with any means of cloning him lead to some wins from nowhere. Also...squirrels...you know you want to...
The deck I had a blast with was a 60 card highlander mono blue Laboratory Maniac deck. Mirror-Mad Phantasm with any means of cloning him lead to some wins from nowhere. Also...squirrels...you know you want to...


add Candles of Leng for some highlander-ey fun
Another fun concept is to build a deck type based on colors that do not typically work with that concept. One example is monogreen control. Most people tend to wonder what are you doing since you are playing card most people don't see such as Stunted Growth. Also trying to survive the early turns with a green control deck can be a challenge as you have no real creature kill cards.
My Trade Thread Control capabilities are in all the colors. The difference is in the way they say no.
Sign In to post comments