Type: Deck Idea
Format (legal 👍) legLegacy
Approx. Value:
$1,376.84

0 Likes 0 Comments
Avg. CMC 2.08
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 17 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (4)
4 Savannah Lions
$0.05 Creature - Cat
Instant (14)
3 Disenchant
$0.12 Instant
3 Incinerate
$0.07 Instant
4 Lightning Bolt
$0.92 Instant
4 Swords to Plowshares
$1.08 Instant
Sorcery (9)
2 Earthquake
$0.73 Sorcery
2 Fireball
$0.18 Sorcery
3 Hammer of Bogardan
$0.26 Sorcery
2 Pillage
$0.08 Sorcery
Artifact (6)
2 Jayemdae Tome
$0.04 Artifact
4 Nevinyrral's Disk
$0.22 Artifact
Enchantment (5)
2 Blood Moon
$5.27 Enchantment
3 Land Tax
$15.99 Enchantment
Land (22)
4 Mishra's Factory
$0.11 Land
9 Mountain
$0.11 Basic Land - Mountain
5 Plains
$0.09 Basic Land - Plains
4 Plateau
$319.21 Land - Mountain Plains
Sideboard - 15 cards, 8 distinct
Name  Edition $ Type Cost
Rarity Color
Instant (11)
1 Disenchant
$0.12 Instant
1 Divine Offering
$0.05 Instant
3 Guerrilla Tactics
$0.07 Instant
3 Honorable Passage
$0.18 Instant
3 Pyroblast
$5.87 Instant
Sorcery (2)
1 Earthquake
$0.73 Sorcery
1 Wrath of God
$3.84 Sorcery
Artifact (2)
2 Jester's Cap
$2.01 Artifact

Notes
 
Source: Inquest #31 (Nov 1997), pp.52-53; author: Jeremy Smith

"To start with, you'll have firepower - lots of it.  For a measly one red mana, Lightning Bolts are the most efficient source of damage in the game.  Often, you'll want to use them on early small creatures (especially mana-producing ones like Llanowar Elves and Birds of Paradise) and save your larger spells for larger creatures and for your opponent.  Incinerates aren't as cost-effective as Bolts, but they're just as effective, even more so against the occasional Sedge Troll or River Boa.

Need to clear out a bunch of rampaging weenies before they start pounding on you?  Shake them up with an Earthquake.  Sure, you'll feel the hurt a little bit, but so will your opponent, plus he'll be out a few creatures to boot.

In a similar manner, Fireball can be used to clear out several creatures or put the big hurt to your opponent.  It's generally useful, though, to save it for those creatures which are out of Bolt range - like Erhnam Djinn, Maro and Wildfire Emissary.

There are also four Swords to Plowshares.  The life gain your opponent gets kinda sucks, but you've got plenty of burn to bring 'em back down.  That should wrap up any creature elimination problems.  But just in case... there's the lovable ol' Hammer of Bogardan.  ...having a reusable Lightning Bolt at your disposal is pretty handy.

If your opponent manages to get out an anti-red defense... you have Savannah Lions and Mishra's Factories at your hand to help spread out the damage sources a bit.  They're both useful because of their speed, especially against slow control decks.  Just be wary of activating the Factory if your opponent has the mana available for a Disenchant or a Lightning Bolt.

So creatures aren't a problem, but how do we deal with your opponent's other permanents? ...we blow them up!  Keeping with the theme of versatility, among our other destruction spells are Disenchant and Pillage - both can off more than one type of permanent.  The Disenchants will help clear out annoyances such as Winter Orb, Necropotence and Circle of Protection: Red.  Likewise, Pillage can clear out threats like Kjeldoran Outpost, Thawing Glaciers and the aforementioned Winter Orb.

The card that may establish control of the game most often, though, is Nevinyrral's Disk.  If it survives being cast and being untapped, the Disk will make your opponent walk softly while you build up your direct-damage collection.  Since you have very few non-land permanents in your deck, a well-timed Disk can net you a huge card advantage.

Since you only have two other cards which can get rid of annoying lands, it will often be useful to enlist the help of Blood Moon.  By turning all non-basic lands into mountains, you can render useless Outposts, Glaciers, Cities of Brass and especially dual lands.  If you notice that your opponent only has a few basic lands, it may be a good idea to Pillage those first before you, er, Moon them.

Since you're going to be casting lots of cheap spells quickly, it's a good idea to replenish your hand.  Once you have the mana out to run it, the Jayemdae Tome can be an invaluable tool in helping you speed through your deck.  Another great way is to thin your deck out at warp speed is to use Land Tax.  As long as you make sure you have fewer lands than your opponent, you can fill your hand with land so you can draw more useful spells quicker.

The sideboard should be more or less self-explanatory.  The Jester's Caps should go in against Armageddon or any other single-card based decks.  Use Earthquake, Disenchant, Divine Offering and Wrath of God against decks heavy on the appropriate types of permanents.  For more colour-specific decks, side in Guerrilla Tactics against heavy Black discard, Pyroblasts against blue counter / control and Honorable Passages against other red burn decks.

The ability to come at your opponent from many different angles will make it hard for them to deal with every facet of your deck.  However, your versatility to do this will allow you to dispatch their forces so you can plow through and give them a whoopin'.  As they say, the best offense is a good defense."

SUBSTITUTIONS:
Savannah Lions -> Volunteer Reserves
Hammer of Bogardan -> Incinerate or Fireblast
Nevinyrral's Disks -> Wrath of God
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