Those are the decks built by me as of 10/15/2011 in the thread "The Deck Builders Consortium: We'll make you a deck!", per request of the members there. I hope this works as a nice way for getting new ideas and even help you improve some of the decks you have. If you want to talk about any of these decklists or wants help with your particular deck, feel free to send me a PM and I'll do what I can to help. 
So, to the decks!
Soratami Tribal:
Spoiler:
Show
Make an aggro-control deck with at least one soratami
in it. Anything Legacy legal is alright, as long as I get to play with my favorite tribe. :D
Sure thing!
4 x Simic Growth Chamber![]()
4 x Halimar Depths![]()
4 x Khalni Garden![]()
4 x Terramorphic Expanse![]()
4 x Island![]()
2 x Forest![]()
1 x Seat of the Synod![]()
1 x Tree of Tales![]()
===
4 x Azusa, Lost but Seeking![]()
4 x Trinket Mage![]()
4 x Soratami Cloudskater![]()
3 x Soratami Savant![]()
2 x Meloku the Clouded Mirror![]()
2 x Patron of the Moon![]()
===
4 x Time of Need![]()
4 x Burgeoning![]()
4 x Explore![]()
2 x Adventuring Gear![]()
2 x Amulet of Vigor![]()
1 x Explorer's Scope![]()
OK, there's a lot going on here, and i can't really just post a decklist without explainning everything. That's not my style. It turned to be a bit extensive (totally my style), so I just sblocked it for the sake of the thread.
Spoiler: Show
So, with that out of the way, to the card choices: Azusa allows you to get more efficiency from your moonfolk. Cloudskater enables repeatable card filtering that can also discard excess lands. Savant plays the control role as a Mana Leakon a stick.
Meloku is one of your finishers. More explanations beside the obvious later. Patron enables more efficient Moonfolk use. Time of Need makes sure you get the legends you need when you need without clustering your deck with multiples of the unnecessary ones. Burgeoning allows you to make better use of your soratami pretty much doubling your land drops. Explore works as a mana ramp that can be used for a cantrip and replaying a land you just bounced.
Now, the part where the deck leaves the obvious and becomes interesting. First, let's look at Trinket Mage. Why is it there? It has 4 different functions. First one is tutoring for Amulet of Vigor. This little artifact can make your bouncelands more efficient, make your khalni garden way better and the same thing goes for halimar depths (these lands become repeatable sicne you'll just bounce them with the soratami). But it also enables you to create "infinite" illusions out of Meloku and the Patron, together with a bounceland. Don't forget that the amulet effect stacks too.
The other role is tutoring for Adventuring Gear. If your plan of "infinite" illusions fails for one reason or another, just abuse the land bounce and the patron (or any of your cards focused on playing more than one land each turn) and get a really big flying Soratami that should get the job done soon enough.The yet different role is searching for Explorer's Scope, in case you really need more lands to start pulling out your Soratami shenanigans. And finally, if you are just manascrewed, one copy of each in-color artifact land makes sure the mage can fix that for you too.
Whew, that was long. Anyway, if the deck didn't focus so much on control as you intended, I should also mention that a build focused on Erayo, Soratami Ascendant, spells that cost
and arcane laboratory
/ rule of law
could be very efficient and offer a lockdown only breakable by split second things. If you want to focus on this and/or the last deck wasn't what you expected, let me know.
Bear Tribal:
Spoiler: Show
Jul 5, 2011 -- 3:54PM, Vektor480 wrote:
Bear with me!
4 x Mosswort Bridge![]()
18 x Forest![]()
===
4 x Runeclaw Bear![]()
4 x Grizzly Bears![]()
4 x Bear Cub![]()
4 x Balduvian Bears![]()
4 x Adaptive Automaton![]()
2 x Caller of the Claw![]()
===
4 x AEther Vial![]()
4 x Muraganda Petroglyphs![]()
2 x Primal Rage![]()
2 x Words of Wilding![]()
2 x Coat of Arms![]()
2 x Bearscape![]()
So now bears have a lord! Besides the automaton, petroglyphs offer you a very nice pump for your vanilla bears. Vial makes sure they come down twice as fast (and they all share the same cc, so added benefit from it). Rage makes sure your big bears get trough, while bearscape and caller of the claw work as awesome anti-wrath tech. Words of Wilding makes sure you get a bear every turn after all your pump has been set and you just need more bears. Seriously, everyone and everything always need more bears.
Construct Tribal:
Spoiler: Show
Jul 5, 2011 -- 3:54PM, Vektor480 wrote:
I just want to be myself!
4 x Glimmerpost![]()
4 x Vesuva![]()
4 x Cloudpost![]()
12 x Snow-Covered Swamp![]()
===
4 x Adaptive Automaton![]()
4 x Memnite![]()
4 x Phyrexian Ironfoot![]()
4 x Steel Overseer![]()
4 x Serrated Biskelion![]()
4 x Runed Servitor![]()
3 x Synod Centurion![]()
3 x Pentavus![]()
===
3 x Coat of Arms![]()
3 x Skeleton Shard![]()
Why can't it just be a Construct!? Just let it be whatever it wants to be!
The deck has a nice synergy with the overseeer, since it works well nullifying the counters on the biskelion, refuels pentavus and makes the pentavites even more deadly, while also making your memnites huge, together with the other creatures. Shard is there for recursion in case you meet removal or biskelion and pentavus kill themselves without the overseer to oversee them.
Weird Tribal:
Spoiler: Show
Jul 5, 2011 -- 3:54PM, Vektor480 wrote:
This is a weird deck. Really.
10 x Mountain![]()
10 x Island![]()
4 x Terramorphic Expanse![]()
===
4 x Gelectrode![]()
4 x Petrahydrox![]()
4 x Steamcore Weird![]()
4 x Adaptive Automaton![]()
===
4 x Door of Destinies![]()
4 x Distortion Strike![]()
4 x Call to Heel![]()
4 x Lightning Bolt![]()
4 x Electrolyze![]()
Yes, Weird tribal. The strategy here is use gelectrode for dealing good amounts of damage, while you can also use your own burn spells to bounce back Petrahydrox so that it gives Door of Destinies more and more counters. Call to Heel is here to bounce your Steamcore Weird for repeatable burn. This deck is terrible, I know, but is a lot of fun to just pull out. It's the weirdest deck for sure!
Beebles Tribal:
Spoiler: Show
Jul 5, 2011 -- 3:54PM, Vektor480 wrote:
Justin Beebles:
4 x Cloudpost![]()
4 x Vesuva![]()
4 x Glimmerpost![]()
4 x Halimar Depths![]()
8 x Island![]()
===
4 x Bouncing Beebles![]()
4 x Drift of Phantasms![]()
4 x Adaptive Automaton![]()
3 x Clone![]()
===
4 x Liquimetal Coating![]()
4 x Expedition Map![]()
4 x Ponder ![]()
4 x Soul Foundry![]()
3 x Rite of Replication![]()
2 x Mimic Vat![]()
What do Beebles do? They replicate, of course! So, for tribal beebles, I had to encompass that flavor. So I got 12-Post for mana, so that you can Rite of Replication Bouncing Beebles. Soul Foundry makes the amount of colorless mana less of an issue, and grants beebles every turn. Mimic Vat works in case they get killed. Clone repeats that flavor. Expedition Map gets the post pieces, and Liquimetal Coating makes sure they all strike and are not blocked. Their new Beeble lord makes them even more deadly. No one can say that swinging for the kill with 10+ Beebles is not fun.
Tribal Imps:
Spoiler: Show
Jul 6, 2011 -- 5:18PM, Vektor480 wrote:
ALL IN(p):
14 x Swamp![]()
4 x Cabal Pit![]()
4 x Piranha Marsh![]()
===
4 x Cadaver Imp![]()
4 x Foul Imp![]()
4 x Skittering Skirge![]()
4 x Ravenous Skirge![]()
4 x Vault Skirge![]()
4 x Daggerclaw Imp![]()
===
4 x Scare Tactics![]()
4 x Chorus of Woe![]()
4 x Bad Moon![]()
2 x Lurking Skirge![]()
Cast imps quickly, attack, boost power. If they die, nevermind. Just keep the imps coming and their powers rising. Lifelink from vault skirge makes up for the life lost with the pit, that works as removal for lurking skirge. Go imps go!
Skeleton Tibal
Spoiler: Show
Jul 6, 2011 -- 5:18PM, Vektor480 wrote:
Jack Skellingtons:
4 x Lake of the Dead![]()
2 x Spawning Pool![]()
18 x Snow-Covered Swamp![]()
===
4 x Death Baron![]()
4 x Lim-Dûl's High Guard![]()
4 x Rimebound Dead![]()
4 x Drudge Skeletons![]()
4 x Unworthy Dead![]()
2 x Restless Dead![]()
===
4 x Dark Ritual![]()
4 x Bad Moon![]()
3 x Caged Sun![]()
3 x Coat of Arms![]()
Pump mana with lake and dark ritual, get cage out, have a lot of mana to renegerate and block all opposing creatures with deathtouching skeletons that regenerate. Bad moon and coat make sure that all your skeletons get big enough to seal the deal (plus the buff from the baron). Nothing can stop the restless dead! (and the other skeletons too)
MonoWizards:
Spoiler: Show
Jul 6, 2011 -- 5:18PM, Vektor480 wrote:
Kill it with fire! :
24 x Mountain![]()
===
4 x Grim Lavamancer![]()
4 x Thoughtbound Primoc![]()
4 x Prodigal Pyromancer![]()
4 x Magus of the Moon![]()
4 x Magus of the Scroll![]()
===
4 x Searing Blaze![]()
4 x Rift Bolt![]()
4 x Lightning Bolt![]()
2 x Burst Lightning![]()
2 x Fervor![]()
Burn down their creatures and get some reach with your efficient burn spells, then abuse lavamancer. When your hand is getting empty, make use of magus of the scroll, while magus of the moon screws with your opponent's manabase. Primoc is a flavorfull and efficient flier that is sure to stay by your side. Pyromancer had to be included as a pinger and fervor makes your pingers (is magus of the scrool even considered one?) usefull right after being cast.
Elves (with cards he had around):
Spoiler: ShowJul 8, 2011 -- 12:05PM, Vektor480 wrote:
4 x Oran-Rief, the Vastwood![]()
18 x Forest![]()
===
4 x Llanowar Elves![]()
4 x Wellwisher![]()
4 x Arbor Elf![]()
4 x Joraga Treespeaker![]()
4 x Imperious Perfect![]()
4 x Elvish Archdruid![]()
4 x Joraga Warcaller![]()
2 x Ezuri, Renegade Leader![]()
2 x Regal Force![]()
===
4 x Harmonize![]()
2 x Overrun![]()
I added some more copies of cards you already have and some key cards for the deck. This is just a simple elf deck, but can be quite efficient. If your opponent has board sweepers (cards that destroy all creatures, like wrath of godand damnation
), another strategy might be in order. If you have problems with artifacts and enchantments, Viridian Zealot
can be added. If you have too many problems with spot removal (cards like doom blade
) to the point where you can't win for some reason, asceticism
can be used, even though Ezuri helps with that. If discard is an issue (things like duress
), cards like Obstinate Baloth
can be used.
There's pretty much a way to battle everything. Monogreen decks have the benefit of counting with card draw and efficient mana production, and these are both very usefull things. let me know if this list still has problems with your opponents, and based on the information you give me (concerning what their decks do, since there are different ways to play control) we'll be able to make this deck even better for your metagame.
Mirrodin - Kamigawa - RavnicaControl:
Spoiler: Show
Jul 11, 2011 -- 4:53PM, Vektor480 wrote:
Well, you are lucky. In Ravnica/Kamigawa Standard,control was a really powerfull archetype, and the finishers of choice were usually the cards you mentioned you wanted to use, Keiga and Meloku. So it's quite viable to build a decent deck out of cards from these two sets that fit the strategy you want. There were even some mono
decks (a very good one by our friend Mike Flores), and some very interesting and good
decks as well. But if I were to make a
deck using the cards from these blocks, and also Mirrodin, I'd build something like this:
4 x Watery Grave![]()
12 x Island![]()
8 x Swamp![]()
===
3 x Keiga, the Tide Star![]()
3 x Meloku the Clouded Mirror![]()
===
4 x Rend Flesh![]()
4 x Terror![]()
4 x Remand![]()
4 x Condescend![]()
4 x Gifts Ungiven![]()
4 x Sensei's Divining Top![]()
4 x Compulsive Research![]()
2 x Hex![]()
Very simple control deck. Gifts is a powerhouse and top is too. These two cards will pretty much grant by themselves your win. You have two efficient finishers and also enough removal and counterers for dealing with whatever your opponent tries to get out. This deck can be improved by using some more recent cards. For example, terroris here because it was in Mirrodin, but if you have access to doom blade
, it's most of the time an improvement. And if you do have access to go for the throat
, that's even better.
Endless Whispers:
Spoiler: Show
Jul 11, 2011 -- 4:53PM, Vektor480 wrote:
Well, endless whispersenables very different combos and your deck can go in different directions. It comes down to pretty much two different strategies. First one is using removal spells so that you can get your opponent's creatures and beat face with them. Second one is giving away creatures with drawbacks or that have a negative effect when controlled by the opponent, like bronze bombshell
. In this deck I tried to fit both strategies and I also offer some explanations further on.
4 x Terramorphic Expanse![]()
13 x Swamp![]()
7 x Island![]()
===
4 x Bronze Bombshell![]()
4 x Dimir House Guard![]()
1 x Cosmic Horror![]()
1 x Phage the Untouchable![]()
===
3 x Endless Whispers![]()
4 x Go for the Throat![]()
4 x Innocent Blood![]()
4 x Ponder![]()
4 x Preordain![]()
3 x Infest![]()
2 x Clutch of the Undercity![]()
1 x Damnation![]()
1 x Diabolic Tutor![]()
So, for some explanations now. Dimir House Guard is a bomb in this deck. It transmutes for the whispers, it transmutes for the bronzeshell and also works as a sacrifice outlet for it. Innocent Blood works as way to swap creatures with your opponent, basically, and as early game removal if needed. Phage just wins the game in case it draws itself to that long. Cosmic Horror is me being weird. You can tutor for them both with Diabolic Tutor, that can be picked with Transmute.
Blue is here for library manipulation and card quality, and for clutch. Clutch transmutes for all the targets of the house guard, and can also bounce back your creatures to your hand in case your opponent has removal of his own. Bouncing back a house guard that was taken makes them lose 3 life and gives you the option of transmuting the guard itself. The transmuters also pick the single damnation in the deck. Why is there only one? Because it costs a lot of money. If you can afford more, run more. Infest beats weenie decks. Go for the Throat is very good removal that lets you get an efficient creature after you get whispers out.
If you can afford things like watery graveand polluted delta
, by all means go for it. I'm using expanses because I don't know your budget.
Esper:
Spoiler: ShowJul 12, 2011 -- 4:45PM, Vektor480 wrote:
4 x Arcane Sanctum![]()
4 x Terramorphic Expanse![]()
4 x Swamp![]()
5 x Island![]()
3 x Plains![]()
===
4 x Tower Gargoyle![]()
4 x Tidehollow Sculler![]()
4 x Wall of Denial![]()
4 x Ethersworn Canonist![]()
4 x Master of Etherium![]()
4 x Etherium Sculptor![]()
2 x Sharding Sphinx![]()
===
4 x Executioner's Capsule![]()
4 x Oblivion Ring![]()
3 x Fieldmist Borderpost![]()
3 x Mistvein Borderpost![]()
Simple and effective. Black is there mostly as a support color, in cards that are multicolored or in the capsule that works as removal. Borderposts fix your mana, are easier to cast if you want to thanks to the sculptor and pump the master. You have disruption, you have efficient beaters and a nice curve. It's not the most inventive deck, but it's very decent. Let me know if this is what you were looking for.
Rune-Scarred Demon
+ Sorin's Vengeance
![]()
Spoiler: Show
Jul 14, 2011 -- 3:45PM, Vektor480 wrote:
4 x Lake of the Dead![]()
20 x Swamp![]()
===
4 x Rune-Scarred Demon![]()
===
4 x Innocent Blood![]()
4 x Gauntlet of Power![]()
4 x Sign in Blood![]()
4 x Go for the Throat![]()
4 x Tendrils of Corruption![]()
4 x Consuming Vapors![]()
4 x Sorin's Thirst![]()
2 x Sanguine Bond![]()
2 x Sorin's Vengeance![]()
Rather boring, but ok. The demon tutors up for vengeance and bond, that win the game by themselves. The rest of the deck packs efficient early game removal, cards that gain you life while dealing with other creatures (synergy with bond) and a way to accellerate to the demon and the other bombs. I went with the gauntlet instead of caged sunbecause it costs one less mana and most of the mana from the deck is produced trough basics anyway. Lake of the dead is just very good acceleration that works wonders and enables early demons to come down to the table, and being 6/6 fliers, they are a threat by themselves.
Control with Sphinx and Demon (ZEN - SOM Standard):
Spoiler: ShowJul 17, 2011 -- 3:37PM, Vektor480 wrote:
8 x Swamp![]()
9 x Island![]()
4 x Darkslick Shores![]()
4 x Creeping Tar Pit![]()
===
3 x Sphinx of Uthuun![]()
3 x Rune-Scarred Demon![]()
===
4 x Tezzeret's Gambit![]()
4 x Foresee![]()
4 x Negate![]()
4 x Contagion Clasp![]()
4 x Go for the Throat![]()
4 x Doom Blade![]()
4 x Mana Leak![]()
1 x Sorin's Vengeance![]()
The deck runs removal, card draw, and the finishers of choice are the demon and the sphinx. Both of them can get the card you need in your hand, and the vengeance is there for being tutored up with the demon if you are close to winning. Foresee makes sure you get your bombs later in the game, but also that you do get them in the late game.
Quick artifact aggro:
Spoiler: ShowJul 20, 2011 -- 1:10PM, Vektor480 wrote:
OK, I went for a very quick artifact deck, that focuses on cards that aren't that expensive in any way (mana nor money). It was rather easy to build and seems to be quite strong and quick, after the playtest I've done with it. You should be easily winning on turn 4 with evasive beaters.
4 x Vault of Whispers![]()
4 x Seat of the Synod![]()
4 x Great Furnace![]()
4 x Terramorphic Expanse![]()
2 x Mountain![]()
1 x Swamp![]()
1 x Island![]()
===
4 x Ornithopter![]()
4 x Glaze Fiend![]()
4 x Vault Skirge![]()
4 x Signal Pest![]()
4 x Atog![]()
4 x Memnite![]()
===
4 x Bonesplitter![]()
4 x Thoughtcast![]()
4 x Cranial Plating![]()
4 x Shrapnel Blast![]()
Tribal Illusions:
Spoiler: ShowJul 21, 2011 -- 3:02PM, Vektor480 wrote:
M12 turned Illusions into a very easy tribe to build a deck around, and the support they received in this single Core Set was so batlant that I even didn't feel like building an Illusion deck anymore. But anyway, since it was requested, here it is:
4 x Halimar Depths![]()
4 x Quicksand![]()
14 x Island![]()
===
4 x Illusionary Servant![]()
4 x Adaptive Automaton![]()
4 x Lord of the Unreal![]()
4 x Phantasmal Bear![]()
4 x Phantasmal Dragon![]()
4 x Phantasmal Image![]()
4 x Krovikan Mist![]()
2 x Phantom Beast![]()
===
4 x Muddle the Mixture![]()
4 x Ponder![]()
Very simple but works well. Use Phantasmal Image to copy Lord of the Unreal and get extras boosts and another "layer" of Hexproof. The only not-so-obvious cards here are probably Muddle the Mixture and Ponder. The first one is awesome because it tutors for the lord, that is essential for the deck to work, tutors for krovikan mist, which is a very nice finisher and also phantasmal image that is always usefull. Ponder offers library manipulation and card quality for when you need it, and is a nice first turn play for this deck and the curve it has.
Bloodthirst (ZEN - SOM Standard):
Spoiler: ShowJul 27, 2011 -- 1:51PM, Vektor480 wrote:
4x Dragonskull Summit![]()
12x Mountain
8x Swamp
===
4x Goblin Fireslinger![]()
4x Tormented Soul![]()
4x Duskhunter Bat![]()
4x Stormblood Berserker![]()
3x Gorehorn Minotaurs![]()
3x Vampire Outcasts![]()
1x Furyborn Hellkite,
1x Inferno Titan![]()
===
4x Lightning Bolt![]()
4x Volt Charge![]()
4x Grim Affliction![]()
I playtested the deck a bit and it seems to be explosive. Another card to consider is forked bolt, because it can kill small creatures and get one point of damage to the Bloodthirst at the same time, all for the cost of
.
MonoLandfall:
Spoiler: ShowJul 27, 2011 -- 1:51PM, Vektor480 wrote:
20 x Forest![]()
4 x Khalni Garden![]()
===
4 x Oracle of Mul Daya![]()
4 x Lotus Cobra![]()
4 x Grazing Gladehart![]()
4 x Rampaging Baloths![]()
4 x Turntimber Basilisk![]()
2 x Primordial Hydra![]()
2 x Avenger of Zendikar![]()
===
4 x Explore![]()
4 x Scapeshift![]()
2 x Bear Umbra![]()
2 x Asceticism![]()
Necrotic Ooze(ZEN - SOM Standard):
Spoiler: ShowJul 30, 2011 -- 12:55PM, Vektor480 wrote:
4 x Stirring Wildwood![]()
4 x Terramorphic Expanse![]()
4 x Razorverge Thicket![]()
8 x Swamp![]()
2 x Forest![]()
2 x Plains![]()
===
4 x Necrotic Ooze![]()
4 x Fauna Shaman![]()
4 x Squadron Hawk![]()
4 x Molten-Tail Masticore![]()
===
1 x Gigantomancer![]()
1 x Drana, Kalastria Bloodchief![]()
1 x Vengeful Archon![]()
1 x Geth, Lord of the Vault![]()
1 x Kalitas, Bloodchief of Ghet![]()
1 x Vector Asp![]()
1 x Bloodshot Trainee![]()
1 x Royal Assassin![]()
===
4 x Sign in Blood![]()
4 x Diabolic Tutor![]()
4 x Oblivion Ring![]()
Lots of cute interactions with the Ooze. Use shaman to discard your creatures that you don't want to cast (the ones separate from the ones you do want to cast in the list above). Masticore works wonders as a discard tool in case you don't have the shaman, and if it goes to the grave, it's also very good with the Ooze. Squawk gives you fuel for the first shaman activations, which finds the Ooze. If the shaman dies, the Ooze takes it's place as the engine.
Precursor Golem![]()
Spoiler: ShowJul 31, 2011 -- 12:32AM, Vektor480 wrote:4 x Terramorphic Expanse
![]()
4 x Island![]()
4 x Forest![]()
4 x Cloudpost![]()
4 x Vesuva![]()
1 x Seat of the Synod![]()
1 x Tree of Tales![]()
===
4 x Precursor Golem![]()
4 x Arcbound Reclaimer![]()
4 x Solemn Simulacrum![]()
===
4 x Echoing Courage![]()
4 x Distortion Strike![]()
4 x Expedition Map![]()
3 x Wildsize![]()
3 x Rite of Replication![]()
3 x Fabricate![]()
3 x Asceticism![]()
2 x Cytoshape![]()
This deck is filled with silly things. Precursor Golem copies things for any golem, so both the reclaimer (errata'd as a golem) and the simulacrum play important roles as card advantage, mana accell and recursion, while also working with precursor. Echoing Courage makes your tokens huge. Distortion Strike is a game winner on its own. Wildsize draws you tons of cards, boosts your golems and make them go for the win with trample, it's pretty much overrunfor half the cost that draws a bunch of cards. Fabricate gets precursor or fixes your mana in an emergency with the artifact lands. Asceticism protects your golems.
Rite of Replication on precursor is just plain dirty, and even better if you kick it. That's why cloudpost and vesuva are there, to make sure you drop precursor early and for kicking rite. If the first one is destructive, the second one is just a headache. Way too many golems come out of nowhere. Cytoshape is there for you to shape the precursor, turning all golems into copies of it. Then you cast, say, Echoing Courage. Each one triggers out of the other, and they all have the same name, so after the spell gets copied, the final bonus is... well, I hope you like math!
Nightmare Tribal:
Spoiler: ShowJul 31, 2011 -- 4:05PM, Vektor480 wrote:
4 x Crumbling Necropolis![]()
4 x Terramorphic Expanse![]()
4 x Akoum Refuge![]()
3 x Jwar Isle Refuge![]()
5 x Swamp![]()
3 x Mountain![]()
1 x Island![]()
===
4 x Petravark![]()
4 x Mesmeric Fiend![]()
4 x Faceless Butcher![]()
3 x Laquatus's Champion![]()
3 x Vedalken Mastermind![]()
===
4 x Terminate![]()
4 x Lightning Bolt![]()
4 x Blightning![]()
4 x Crystal Shard![]()
2 x Urza's Incubator![]()
Ok, let me explain some things here. Besides the usual utility cards of, like blightning, terminate and Lbolt, I included a blue Splash for bounce. Why? Because using this "self-bounce", you can do some neat shenanigans with your nightmares. For instance, you cast Faceless Butcher. If you activate the shard or the mastermind with the EtB trigger on the stack, and bounce it back, you can let the LtB trigger resolve first, and then when the EtB trigger occurs, the creature will be exiled forever. You can do the same with lands and cards in hand thanks to other Nightmares. Urza's Incubator makes sure you can do these shenanigans more often, thanks to cheaper Nightmares. Laquatus's Champion is the beater, with his regenerative body and the -6 life it brings down to the opponent on the spot. I tried to keep the manabase budget. If you have issues with finding Incubators, semblance anvil
can be used.
Chainer, Dementia Master:
Spoiler: ShowJul 31, 2011 -- 4:05PM, Vektor480 wrote:
24 x Swamp![]()
===
4 x Chainer, Dementia Master![]()
4 x Nirkana Revenant![]()
4 x Chancellor of the Dross![]()
4 x Shriekmaw![]()
2 x Corpse Connoisseur![]()
2 x Hypnox![]()
===
4 x Go for the Throat![]()
4 x Doom Blade![]()
4 x Buried Alive![]()
4 x Lightning Greaves![]()
This deck is built around the dementia master. The main focus here is using your early removal spells for defense while you build up mana for him. After you do, get the reanimation started. Buried alive gets your flavorfull Hypnox in the grave, and the connoisseur works for the same goal.
But things are not so simple. Chancellor of the Dross can be used for gainning life for reanimating with Chainer if you get it in your opponent hand, and later, it can be reanimated by chainer himself when you bury it alive. Nirkana is both a wonderfull card to cast and to reanimate, since it allows you to reanimate twice as many creatures with Chainer. Get multiples for enough mana to even hardcast Hypnox and exile their hands!
Shriekmaw can be used early on for defense, but just like your other spot removals, it can destroy a key creature of your opponent so that you can reanimate it yourself! Greaves is here as both a wy to protect Chainer so that your reanimated creatures don't get exiled, but also to grant haste to the reanimated goodies.
This deck, even though it's built around Chainer, can work perfectly even if you don't draw him. With Nirkana providing enough mana pump and all the removal you have avaible, you can easily hardcast your fatties and win, even though the deck benefits greatly from Chainer.
Dross Harvester:
Spoiler: ShowAug 7, 2011 -- 1:21PM, Vektor480 wrote:
8 x Swamp![]()
6 x Plains![]()
4 x Fetid Heath![]()
4 x Terramorphic Expanse![]()
===
4 x Dross Harvester![]()
4 x Sengir Autocrat![]()
4 x Marsh Flitter![]()
4 x Carrion Feeder![]()
4 x Suture Priest![]()
4 x Auriok Champion![]()
4 x Soul Warden![]()
4 x Deathgreeter![]()
===
4 x Blood Clock![]()
2 x *Endless Whispers![]()
So the basic idea here is to drop as many early creatures as you can, since they all grant you life when another one enters the battlefield. Reach rather big amounts of life with this, and the start having fun. Flitter and Autocrat provide enough tokens for a nice lifegain benefit, and also chumpblockers. Blood clock makes sure you can bounce these token producers and reap out huge amounts of life from them, while hindering your opponent. Endless whispers is fun because you gain life when the creature comes back to their side as well. Dross Harvester is the all star here, and this is why we have so many tokens and lifegain. Sacrifice everything to carrion feeder, making a huge zombie, gain tons of life and then swing for the kill. The life loss from the harvester is forgetable when you have 100+ life.
Snake basket+ Infect:
Spoiler: ShowAug 7, 2011 -- 5:44PM, Vektor480 wrote:
4 x Terramorphic Expanse![]()
13 x Forest![]()
7 x Swamp![]()
===
4 x Dimir House Guard![]()
2 x Skithiryx, the Blight Dragon![]()
===
4 x Snake Basket![]()
4 x Triumph of the Hordes![]()
4 x Gaea's Anthem![]()
4 x Putrefy![]()
4 x Cultivate![]()
4 x Explore![]()
3 x Diabolic Tutor![]()
3 x Noxious Revival![]()
Ramp ramp ramp, tutor for basket or triumph with transmute / diabolic, get a bunch of snakes, pump them with anthem, cast triumph and... triumph via infect. Revival recurs baskets, skittles is play B in case things go wrong. Putrefy provides removal of key cards from your opponent.
White Weenie:
Spoiler: ShowAug 15, 2011 -- 6:45PM, Vektor480 wrote:
18 x Plains![]()
2 x Windbrisk Heights![]()
===
4 x Steppe Lynx![]()
4 x Akrasan Squire![]()
4 x Elite Vanguard![]()
4 x Knight of the White Orchid![]()
4 x Knight of Meadowgrain![]()
4 x Savannah Lions![]()
===
4 x Path to Exile![]()
4 x Spectral Procession![]()
4 x Glorious Anthem![]()
4 x Honor of the Pure![]()
Cards that i really wanted to use but couldn't because of budget issues:
- Figure of Destiny![]()
- Swords to Plowshares![]()
- Isamaru, hound of konda![]()
- Fetchlands for the Lynx
Vedalken Themed (ZEN - SOM Standard):
Spoiler: ShowAug 17, 2011 -- 5:45PM, Vektor480 wrote:
20 x Island![]()
4 x Halimar Depths![]()
===
4 x Vedalken Certarch![]()
4 x Grand Architect![]()
4 x Vedalken Infuser![]()
===
4 x Prototype Portal![]()
4 x Voltaic Key![]()
4 x Tumble Magnet![]()
4 x Everflowing Chalice![]()
3 x Lux Cannon![]()
3 x Titan Forge![]()
2 x Contagion Clasp![]()
2 x Steady Progress![]()
Architect provides crazy accel. Vedalken that interact with counters and proliferate provide even greater accel with chalice, finishers with forge and removal with cannon, and also control with magnet and certarch. Prototype Portal allows you to have multiple cannons, forges and chalices as much as you want, and key is wonderfull with all of that, untapping artifacts for more counters, or portal for more copies of artifacts. Not a top tier deck, but for sure a fun one that will be a blast to use when it gets rolling.
After ZEN rotates, you loses Depths, key and chalice. The deck takes a big hit after ZEN rotates because most of the accel and utility go away, which is sad. But who knows? Maybe it can work without these things, and/or INN has something to offer.
Control:
Spoiler: ShowAug 20, 2011 -- 10:05AM, Vektor480 wrote:
9 x Island![]()
7 x Mountain![]()
4 x Terramorphic Expanse![]()
4 x Halimar Depths![]()
===
3 x Sphinx of Jwar Isle![]()
3 x Dominus of Fealty![]()
===
4 x Lightning Bolt![]()
4 x Burst Lightning![]()
4 x Propaganda![]()
4 x Rune Snag![]()
4 x Mana Leak![]()
4 x Electrolyze![]()
4 x Pyroclasm![]()
2 x Evacuation![]()
Control the board, counter what you can't burn, propaganda offers good protection against too many creatures, 'clasm beats weenies.
Evasion:
Spoiler: ShowAug 20, 2011 -- 3:38PM, Vektor480 wrote:Sure, take a look at this list then let me know if it's to your liking:
9 x Island![]()
5 x Mountain![]()
4 x Terramorphic Expanse![]()
4 x Teetering Peaks![]()
===
4 x Spiketail Hatchling![]()
4 x Spiketail Drakeling![]()
4 x Trespassing Souleater![]()
4 x AEther Figment![]()
4 x Phantom Warrior![]()
===
4 x Bonesplitter![]()
4 x Reckless Charge![]()
4 x Brute Force![]()
3 x Fatal Frenzy![]()
3 x Fling![]()
The list could vary. But yeah, unblockable creatures and pump. Get your creatures huge and attacking out of nowhere with charge and force, then fling them or use frenzy (or both) for the win. The drakes fly, making them hard to block but also add some control, in case your opponent tries to sweep the board.
Boring:
Spoiler: Show
Sep 6, 2011 -- 11:38AM, Vektor480 wrote:
4 x Lavaclaw Reaches![]()
4 x Dragonskull Summit![]()
9 x Mountain![]()
7 x Swamp![]()
===
4 x Murderous Redcap![]()
4 x Ashenmoor Gouger![]()
4 x Demigod of Revenge![]()
4 x Rakdos Guildmage![]()
4 x Ashenmoor Liege![]()
===
4 x Terminate![]()
4 x Bituminous Blast![]()
4 x Blightning![]()
4 x Lightning Bolt![]()
Boring:
Spoiler: Show
Sep 6, 2011 -- 1:41PM, Vektor480 wrote:
4 x Teetering Peaks![]()
4 x Rootbound Crag![]()
7 x Mountain![]()
9 x Forest![]()
===
4 x Bloodbraid Elf![]()
4 x Keldon Marauders![]()
4 x Rip-Clan Crasher![]()
4 x Hellspark Elemental![]()
4 x Boggart Ram-Gang![]()
4 x Tattermunge Maniac![]()
===
4 x Lightning Bolt![]()
4 x Branching Bolt![]()
2 x Earthquake![]()
2 x Overrun![]()
Flying:
Spoiler: Show
Sep 6, 2011 -- 9:25PM, Vektor480 wrote:
10 x Island![]()
6 x Plains![]()
4 x Seachrome Coast![]()
2 x Celestial Colonnade![]()
===
4 x Mulldrifter![]()
4 x Magus of the Moat![]()
4 x Pride of the Clouds![]()
4 x Sprite Noble![]()
4 x Spiketail Hatchling![]()
4 x Plumeveil![]()
4 x Spiketail Drakeling![]()
===
4 x Oblivion Ring![]()
4 x Path to Exile![]()
2 x Gravitational Shift![]()
Ninjas:
Spoiler: ShowSep 18, 2011 -- 8:29PM, Vektor480 wrote:
22 x Island![]()
2 x Faerie Conclave![]()
===
4 x Ninja of the Deep Hours![]()
4 x Mistblade Shinobi![]()
4 x Ornithopter![]()
4 x AEther Figment![]()
4 x Zephyr Sprite![]()
2 x Walker of Secret Ways![]()
2 x Higure, the Still Wind![]()
===
4 x Ronin Warclub![]()
4 x Peel from Reality![]()
4 x Call to Heel![]()
Feel free to cut either the sprite or the figment for the soon-to-be-released invisible stalker.
Myr tribal (without tempered steel):
Spoiler: ShowSep 30, 2011 -- 10:14PM, Vektor480 wrote:
20 x Plains![]()
4 x Sejiri Steppe![]()
===
4 x Gold Myr![]()
4 x Palladium Myr![]()
4 x Perilous Myr![]()
4 x Myr Galvanizer![]()
4 x Myr Battlesphere![]()
4 x Myr Retriever![]()
4 x Myrsmith![]()
===
4 x Origin Spellbomb![]()
4 x Oblivion Ring![]()
Suicide:
Spoiler: ShowSep 30, 2011 -- 9:26PM, Hells_magic wrote:
20 x Swamp![]()
2 x Lake of the Dead![]()
===
4 x Hypnotic Specter![]()
4 x Phyrexian Obliterator![]()
4 x *Diregraf Ghoul![]()
4 x Vampire Lacerator![]()
4 x Carnophage![]()
4 x Dauthi Slayer![]()
===
4 x Sign in Blood![]()
4 x Dismember![]()
4 x *Dark Ritual![]()
2 x Hatred![]()
This seems to be quick enough. A turn 1 specter (thanks to ritual) or a turn 2 obliterator just win the game right there in most cases. Lake of the dead also enables turn 3 obliterators or just good acceleration overall. All creatures are quite efficient for their mana cost and impact their board with their bodies. Sign in blood gives you more gas in case you need it, and hatred wins the game for you. Just pay enough life for an unblocked creature to kill your opponent.
and
Wizards:
Control:
decks as well. But if I were to make a
Flying:
