Type: Deck Idea
Format (legal 👍) legLegacy
Approx. Value:
$233.84

0 Likes 0 Comments
Avg. CMC 2.15
Card Color Breakdown
Card Type Breakdown

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Main Deck - 62 cards, 30 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (2)
2 Wildfire Emissary
$0.01 Creature - Efreet
Instant (8)
2 Divine Offering
$0.08 Instant
3 Enlightened Tutor
$23.07 Instant
1 Incinerate
$0.08 Instant
1 Lightning Bolt
$1.21 Instant
1 Swords to Plowshares
$1.12 Instant
Sorcery (9)
1 Armageddon
$15.34 Sorcery
1 Disintegrate
$0.35 Sorcery
1 Earthquake
$0.78 Sorcery
1 Hammer of Bogardan
$0.26 Sorcery
1 Kaervek's Torch
$0.20 Sorcery
2 Pillage
$0.06 Sorcery
2 Wrath of God
$4.10 Sorcery
Artifact (16)
4 Fellwar Stone
$0.84 Artifact
2 Fire Diamond
$0.19 Artifact
2 Fountain of Youth
$0.25 Artifact
1 Glasses of Urza
$0.26 Artifact
1 Jayemdae Tome
$0.03 Artifact
1 Lodestone Bauble
$3.25 Artifact
2 Marble Diamond
$0.10 Artifact
1 Serrated Arrows
$0.34 Artifact
2 Winter Orb
$9.04 Artifact
Enchantment (8)
1 Land's Edge
$26.42 World Enchantment
3 Null Chamber
$1.68 World Enchantment
2 Pacifism
$0.05 Enchantment - Aura
2 Power Surge
$0.87 Enchantment
Land (19)
2 Kjeldoran Outpost
$8.47 Land
6 Mountain
$0.09 Basic Land - Mountain
10 Plains
$0.06 Basic Land - Plains
1 Thawing Glaciers
$15.81 Land
Sideboard - 15 cards, 8 distinct
Name  Edition $ Type Cost
Rarity Color
Instant (4)
2 Disenchant
$0.08 Instant
2 Red Elemental Blast
$7.28 Instant
Artifact (3)
2 Meekstone
$13.27 Artifact
1 Serrated Arrows
$0.34 Artifact
Enchantment (8)
2 Circle of Protection: Black
$0.20 Enchantment
2 Circle of Protection: Green
$0.17 Enchantment
2 Circle of Protection: Red
$0.23 Enchantment
2 Karma
$0.20 Enchantment

Notes
 
Source: Inquest #22 (Feb 1997), pp.32-33; author: Jeff Hannes

"With funky cards like Bazaar of Wonders and Null Chamber, highlander decks (no more than one of any card) are becoming all the rage.  Putting the Bazaar to its most effective use is obvious - it's the perfect addition to a discard deck.  Now, for every spell you knock out of your opponent's hand with a Stupor, you've countered up to three more of your opponent's spells.  But how can you get an unpredictable card like Null Chamber to work to your advantage?

The key factor in using Null Chamber is that it's only useful so long as it stays in play.  That may seem pretty obvious, but it's still true.  If your opponent Disenchants the Chamber... well, so much for *that* strategy.  The solution?  Name Disenchant when you play the Chamber.

The Null Chamber deck... is built on the solid basis that most tourney-level players rely on Disenchant to get rid of enchantments; some even throw in a little bit of white in their decks for just such a purpose.  And in those decks, the Disenchants usually double as artifact elimination.

The main strategy of *this* deck is to effectively protect all of your key permanents, including the Null Chamber, by eliminating your opponent's means of permanent destruction.  Is your opponent playing mono-black?  Name Nevinyrral's Disk.  Mono-green?  Try Tranquility.  Once you've got this step out of the way, you can set up the real meat of the deck.

The Null Chamber's biggest drawback is that it can easily be used against you... if you haven't prepared for it.  Fortunately, this deck is ready for just about any card your opponent names.  Even though it's red / white, there are no Disenchants (so you won't screw yourself).  This isn't really a problem, though, since there are very few enchantments that are must-kills.  Instead, the deck relies on Divine Offerings and Pillages for artifact destruction.

Direct damage is divided among the spells Disintegrate, Hammer of Bogardan, Incinerate, Kaervek's Torch and Lightning Bolt, and there's no more than one of each spell, so you won't get burned by your own Chamber.

Same goes for creature elimination.  There's one Serrated Arrows for weenie control, two Wraths of God, an Earthquake, a Swords to Plowshares and two highly effective Pacifisms.  Remember, if you've got things set up right, your opponent can't get rid of them!

In fact, there are only three cards (other than basic lands) of more than two in this deck.  One is Null Chamber... no problem there.  The second is Enlightened Tutor, which is primarily used to *get* the Null Chamber.  The third is Fellwar Stone - who the heck is gonna name Fellwar Stone?

Okay, so the deck is versatile, but what about *beating* the other person?  Well, running your opponent out of cards is boring, so this deck relies on winning through a good, old-fashioned, damage ass-whoopin'.  To make sure the Null Chamber doesn't get in the way, the deck has multiple roads to victory.

The first path is via creatures.  Pound for pound, the Wildfire Emissaries are probably the best creatures in Type II.  Get one of these through unblocked for a couple of turns and it can wreak some serious havoc.  The other creature option is to win by swarm with the Kjeldoran Outposts.  There's a reason everyone plays with this card - it's awesome.

The second path to victory is another obvious one: direct damage.  If your opponent's playing light on creatures, you can pound on them with a melange of red damage spells.  Or if the game comes to a stall and you've got enough mana, Hammer away with that nifty tool from Bogardan.

But wait!  There are two more way to win.  The first is with the enchantment Power Surge.  It's a highly effective card that's been overlooked in most tournament decks, mainly because it's so easy to get rid of.  But the Null Chamber makes that a different story.  To protect yourself from your own Surge, there are plenty of cards that chew up extra mana - Wildfire Emissary, Fountain of Youth, Jayemdae Tome, etc.

Finally, when all else fails, don't ignore the impact a single Land's Edge can have.  Save up enough lands, and it can easily give you the killing blow.  The Lodestone Bauble works effectively to help you dole out lots of damage.  But don't overlook its even more important use.  If for some reason you need to get rid of your own Null Chamber, the Land's Edge is your only recourse.  Remember, they're both enchant worlds...

The deck also contains a couple of all-purpose cards that can add to its overall effectiveness.  For a measly one white mana, the Enlightened Tutors are truly the champions of this deck.  Need mana?  Get a Diamond or a Stone.  Need life?  Get a Fountain.  Creature elimination?  Go for the Serrated Arrows or a Pacifism.  The Tutor does it all!

If your opponent's not playing white and you don't know what card to name when you cast Chamber, the Glasses of Urza can give you a hand.  They're also useful right before playing that Land's Edge to [ensure] that your opponent isn't holding a hand full of land.  Finally, the Diamonds and Fellwar Stones give the deck a much-needed boost of speed, as well as protect you from the ever-annoying Armageddon.  The Winter Orbs work in the opposite fashion - slow down your opponent while all your artifact mana leaves you relatively unharmed.

The sideboard is generally all-purpose defense, mostly in the form of artifacts and enchantments.  The extra Serrated Arrows will help against weenie decks, and the Red Elemental Blasts are necessary to combat permission decks.  If your opponent's not playing white, don't deny yourself the versatility of the Disenchants - add them to your deck!

In the wake of the new Type II format (no Fallen Empires, Ice Age or restricted cards), the Null Chamber deck is a solid competitor.  It'll give some of the more popular decks a fit (especially Erhnamgeddon), and the surprise value alone should earn you a couple of victories.  With cards like Null Chamber, Type II will never be the same..."
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