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I built this deck specifically for a casual, multi-player game night I was invited to. The group I played with that night liked to play a slightly modified version of two-headed giant. I used this deck three times, and was on the winning team two out three.
The strength of this deck is that in a multi-player setting it's pretty low key for the first few rounds. Politically speaking, you won't make quick enemies because you won't be doing too much to anger anyone into attacking you.
The fun begins when you start casting spells that dramatically change the state of the board. I tried to fill this deck with cards most people would avoid using at all. It makes for a lot of interesting interactions.
The weakness of this deck is that it has no real win condition. Sure, if you can get the big elementals out on the board ahead of others, then you might win, but more than likely you won't win many games with this deck. It's fun to play though, especially in multi-player, because it messes with everyone in ways the don't see coming. :-)
On another occasion I played this deck in a casusal one-on-one match. My oponent was playing a white/green lifegain deck. I lost the first game pretty quickly.
The second game however went just over two hours (!). During the game my opponent achieved 81 life while I was at 2 life. In fact, I was at only 2 life for about an hour. I eventually won the game by swarming my opponent with 23 tokens. It was crazy. The key combo to win was: Crystal Ball + Voltaic Key with Gate to the Aether + Timesifter. It was crazy.
I also fortuitously drew Elixir of Immortality twice, and Ray of Command twice, during key turns. I don't think I could repeat it if I tried, but hey, that's what makes this deck fun!
I built this deck specifically for a casual, multi-player game night I was invited to. The group I played with that night liked to play a slightly modified version of two-headed giant. I used this deck three times, and was on the winning team two out three.
The strength of this deck is that in a multi-player setting it's pretty low key for the first few rounds. Politically speaking, you won't make quick enemies because you won't be doing too much to anger anyone into attacking you.
The fun begins when you start casting spells that dramatically change the state of the board. I tried to fill this deck with cards most people would avoid using at all. It makes for a lot of interesting interactions.
The weakness of this deck is that it has no real win condition. Sure, if you can get the big elementals out on the board ahead of others, then you might win, but more than likely you won't win many games with this deck. It's fun to play though, especially in multi-player, because it messes with everyone in ways the don't see coming. :-)
On another occasion I played this deck in a casusal one-on-one match. My oponent was playing a white/green lifegain deck. I lost the first game pretty quickly.
The second game however went just over two hours (!). During the game my opponent achieved 81 life while I was at 2 life. In fact, I was at only 2 life for about an hour. I eventually won the game by swarming my opponent with 23 tokens. It was crazy. The key combo to win was: Crystal Ball + Voltaic Key with Gate to the Aether + Timesifter. It was crazy.
I also fortuitously drew Elixir of Immortality twice, and Ray of Command twice, during key turns. I don't think I could repeat it if I tried, but hey, that's what makes this deck fun!