Type: Deck Idea
Format (invalid) vinVintage
Approx. Value:
$244.07

0 Likes 0 Comments
Avg. CMC 2.5
Card Color Breakdown
Card Type Breakdown

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Main Deck - 61 cards, 22 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (13)
1 Autumn Willow
$1.37 Legendary Creature - Avatar
1 Deadly Insect
$0.18 Creature - Insect
4 Erhnam Djinn
$0.25 Creature - Djinn
2 Fyndhorn Elves
$0.92 Creature - Elf Druid
3 Llanowar Elves
$0.62 Creature - Elf Druid
2 Serra Angel
$0.05 Creature - Angel
Instant (7)
3 Disenchant
$0.11 Instant
4 Swords to Plowshares
$1.04 Instant
Sorcery (7)
4 Armageddon
$14.06 Sorcery
1 Balance
$2.31 Sorcery
2 Wrath of God
$3.81 Sorcery
Artifact (7)
2 Fellwar Stone
$0.82 Artifact
2 Icy Manipulator
$0.07 Artifact
1 Ivory Tower
$1.82 Artifact
1 Lodestone Bauble
$2.84 Artifact
1 Zuran Orb
$11.32 Artifact
Enchantment (3)
1 Land Tax
$15.18 Enchantment
2 Sylvan Library
$20.39 Enchantment
Land (24)
4 Brushland
$3.65 Land
7 Forest
$0.08 Basic Land - Forest
9 Plains
$0.09 Basic Land - Plains
4 Strip Mine
$18.36 Land
Sideboard - 15 cards, 7 distinct
Name  Edition $ Type Cost
Rarity Color
Instant (2)
2 Reprisal
$0.10 Instant
Artifact (4)
1 Feldon's Cane
$1.25 Artifact
3 Serrated Arrows
$0.27 Artifact
Enchantment (9)
2 Circle of Protection: Black
$0.27 Enchantment
1 Circle of Protection: Green
$0.17 Enchantment
3 Circle of Protection: Red
$0.20 Enchantment
3 Karma
$0.12 Enchantment

Notes
 
Source: Inquest #18 (Oct 1996), p.54; author: Jeff Hannes

"Not too long after Chronicles came out, people started trying to find the best way to harness the power of the incredibly cheap Erhnam Djinn.  When all was said and done, the answer was found in land destruction, and Ehrnamgeddon was born.

The theory is simple - get out a really big creature, blow up all your opponent's land so they can't do anything about the creature, and then run them over...  Not very elegant, but terribly effective.

As the name of the deck implies, Erhnam Djinns are standard fare.  Serra Angels, Autumn Willow, Deadly Insects and Whirling Dervishes generally round out the attack force.  Defense comes in the form of Disenchants, Swords to Plowshares and Icy Manipulators, as well as from the ever-present life-gaining Ivory Tower and Zuran Orb.

Assorted mana elves and Fellwar Stones give you a mana edge; the Land Tax and Lodestone Bauble help for a quick recovery from the Armageddon.

The thing that really makes this powerful is that it can come back to win from almost any deficit.  Yoiu could be down 20-3 and facing a horde of creatures, but with the right draw, you could easily turn the game around on your opponent and win 3-0.  A well-placed Balance or Wrath of God followed by an Armageddon can easily swing the contest in your favour.

HOW TO PLAY IT
- Don't be afraid to cast Armageddon.
Ideally you'd like to be able to tap all your lands, play an Armageddon and then throw down a big creature with your left-over mana, but if you sit around waiting for eight mana, you just might get stomped in the process.  If there are no big creatures in sight and you've got a couple of elves and / or Fellwar Stones, don't be afraid to fire off an Armageddon.  It'll keep your opponent at bay, and by the time you draw that big beastie, you should have more than enough mana to cast it.

- Use your toys.
This may seem obvious, but the Land Tax and Sylvan Library aren't in there just for the fun of it.  If your opponent has more land than you, use the Tax - always.  It helps you thin out your deck.  This is a good thing, because the last thing you want to draw when you need a key card is a Plains.
The card-drawing ability of the Library is also incredibly useful.  If drawing an Armageddon can help you lock up the game, don't be afraid to spend four or even eight life to grab a couple of extra cards.  The cards you draw may not be helpful, but it'll bring you closer to the cards you do need.

- Don't fear the Terror or Swords to Plowshares.
Don't hesitate to play a creature just because you think your opponent might have the means to get rid of it.  If your opponent's got an StP in hand, they've got it, and there's not a heck of a lot you can do about it. 
Keep playing creatures and eventually one will slip through the cracks.

HOW TO BEAT IT
- Hold onto your extra land.
This one's real simple - if you've got enough land in play, don't play any more.  Against an Armageddon deck, you should never have more land in play than what you need to cast something.  And don't rush to put out four lands in anticipation of drawing your Icy.  Unless you need it for something else, keep the fourth land in your hand until you actually draw that Icy.

-  Don't hesitate to cast spells.
Use it or lose it - that's the philosophy you've got to play by.  If you wait a turn to play that Nevinyrral's Disk, you may never get the chance.  If your opponent has at least three mana during your turn, there could be a potential Armageddon coming your way.  Keep that in mind when you start to think twice about playing something.

- Fry the weenies.
Lightning Bolts on the player are usually fruitless, especially if you're using Swords to Plowshares for creature defense.  The Ehrnamgeddon deck thrives on the mana production of its Elves and Stones, so do your best to even the field by depriving your opponent of these resources."
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