Type: Deck Idea
Format (legal 👍) vinVintage
Approx. Value:
$100.03

0 Likes 0 Comments
Avg. CMC 2.6
Card Color Breakdown
Card Type Breakdown

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Main Deck - 62 cards, 30 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (11)
1 Dragon Whelp
$0.04 Creature - Dragon
1 Goblin Soothsayer
$0.41 Creature - Goblin Shaman
1 Gorilla Shaman
$0.42 Creature - Ape Shaman
1 Hypnotic Specter
$0.83 Creature - Specter
1 Sengir Vampire
$0.12 Creature - Vampire
2 Subterranean Spirit
$0.71 Creature - Elemental Spirit
4 Varchild's War-Riders
$3.62 Creature - Human Warrior
Instant (11)
3 Dark Banishing
$0.08 Instant
2 Dark Ritual
$1.99 Instant
3 Lightning Bolt
$1.12 Instant
3 Stench of Decay
$0.10 Instant
Sorcery (8)
1 Drain Life
$0.35 Sorcery
1 Earthquake
$0.78 Sorcery
2 Fireball
$0.19 Sorcery
1 Jokulhaups
$5.93 Sorcery
3 Pillage
$0.07 Sorcery
Artifact (9)
1 Amber Prison
$0.33 Artifact
1 Feldon's Cane
$1.25 Artifact
2 Fellwar Stone
$0.82 Artifact
1 Grinning Totem
$0.33 Artifact
1 Jalum Tome
$0.02 Artifact
1 Soul Net
$0.15 Artifact
1 Time Bomb
$0.41 Artifact
1 Zuran Orb
$12.23 Artifact
Enchantment (1)
1 Pestilence
$0.47 Enchantment
Land (22)
2 City of Brass
$11.42 Land
3 Mishra's Factory
$0.11 Land
10 Mountain
$0.10 Basic Land - Mountain
1 Strip Mine
$18.46 Land
6 Swamp
$1.22 Basic Land - Swamp
Sideboard - 0 cards, 0 distinct
No cards here. :(

Notes
 
Source: Inquest #21 (Jan 1997), p.59; author: Mike Searle

Note: This deck is intended for multiplayer (chaos) games.

"This is not your standard deck.  Sure, you've got your Amber Prison, Dark Banishings, Lightning Bolts and Pestilence for creature elimination, but you've also got Time Bomb, Stench of Decay and Subterranean Spirits.  Zuran Orb and Drain Life are life-gainers, but so's the ever-important Soul Net.  Yes, you have Jokulhaups to reset the board when things get tough, but you also have the new Grinning Totem which can fetch any card from your opponents' decks.  Needless to say, there are a lot of wrinkles in this deck and lots of new strategies you'll have to adopt.

Varchild's War-Riders: The whole crux of this deck is to attack one player with your 3/4 tramplers while building up a weaker opponent with your ever-growing supply of survivor tokens.  The 'gift' survivor tokens should be enough to gain a new ally, and after several turns of 1/1s piling up, your new ally should be strong enough to strike out on their own and decimate another opponent.  In essence, you have someone else fight your battles for you.  Should your 'ally' decide to turn on you, you have several fast effects (Stench of Decay, Subterranean Spirit) that will instantly wipe away their horde.

Soul Net: In chaos games, Soul Net is a gold mine of life.  With 'Varchild's Victory,' it's even better.  Your War-Riders will be generating tons of weenies and you have the ability to kill them almost at will.  All those deaths can become life for one mana apiece.

Stench of Decay: The biggest problem you're probably going to face is your own survivor tokens.  Yeah, they may do your dirty work for awhile, but eventually your own creations are going to turn on you.  That's when you have to be ready.  Sorceries like Pyroclasm won't do it - you'll be dead on your opponent's turn once enough of the tokens are in play to swarm you.  So hold that three mana for a Stench of Decay and wipe away the threat in one foul swoop.

Goblin Soothsayer:  This guy's in there for the suicide sacrifice.  Want someone out of the way quick?  Wait till your ally attacks another player with their 1/1 survivor tokens and then sacrifice the Soothsayer to give all red creatures that +1/+1 boost.  Works great on your War-Raiders and Spirits too should they get zonked with direct damage."
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