Type: Deck Idea
Format (legal 👍) legLegacy
Approx. Value:
$39.01

0 Likes 0 Comments
Avg. CMC 2.92
Card Color Breakdown
Card Type Breakdown

Please consider subscribing to a Deckbox Premium Account, which provides many useful collecting, trading and deckbuilding features and removes ads! View More Details
Remove ads
Main Deck - 60 cards, 14 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (12)
2 Aku Djinn
$1.18 Creature - Djinn
2 Emberwilde Djinn
$0.62 Creature - Djinn
4 Nekrataal
$0.17 Creature - Human Assassin
4 Wildfire Emissary
$0.02 Creature - Efreet
Instant (12)
4 Dark Ritual
$2.18 Instant
4 Delirium
$0.79 Instant
4 Incinerate
$0.07 Instant
Sorcery (10)
2 Hammer of Bogardan
$0.23 Sorcery
4 Kaervek's Purge
$0.11 Sorcery
3 Kaervek's Torch
$0.27 Sorcery
1 Torrent of Lava
$0.89 Sorcery
Enchantment (2)
2 Pillar Tombs of Aku
$0.89 World Enchantment
Land (24)
12 Mountain
$0.12 Basic Land - Mountain
12 Swamp
$0.91 Basic Land - Swamp
Sideboard - 15 cards, 8 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (7)
3 Ekundu Cyclops
$0.09 Creature - Cyclops
2 Emberwilde Djinn
$0.62 Creature - Djinn
2 Shadow Guildmage
$0.20 Creature - Human Wizard
Instant (2)
2 Ebony Charm
$0.22 Instant
Sorcery (4)
2 Hammer of Bogardan
$0.23 Sorcery
1 Kaervek's Torch
$0.27 Sorcery
1 Torrent of Lava
$0.89 Sorcery
Enchantment (2)
2 Pillar Tombs of Aku
$0.89 World Enchantment

Notes
 
Source: Inquest #24 (Apr 1997), pp.30-31; author: Alex Shvartsman

Substitutions:
2 Aku Djinns -> 2 Hulking Cyclops
2 Nekrataals -> 2 Dark Banishings
2 Hammers of Bogardan -> 1 Kaervek's Torch / 1 Torrent of Lava
2 Pillar Tombs of Aku -> 2 Drain Lifes
2 Wildfire Emissaries -> 2 Ekundu Cyclops

"The true power of a martial artist is being able to defeat an enemy using the bad guy's own strength against him - just ask Jackie Chan!  Well, this tactic can work in Magic as well.  In the best traditions of all those Hong Kong action flicks, The Karate Deck lets you beat the crap out of your opponent and have some laughs doing it, because most of the damage you hit the hapless sucker with is dealt by their own creatures.  Are you ready to enroll in the Inquest school of martial arts?  All righty then, give me 20 push-ups while I explain how this deck works.

The Karate Deck is designed to be played in the limited Mirage / Visions environment.  In this format, creatures are the key to most decks.  So what's better than playing a deck that penalises people for summoning them?

Kaervek's Purge is a perfect spell for the job.  Not only does it kill the creature, it also deals an amount of damage equal to the creature's power back to its controller.  All you need is to have two more mana than the amount your opponent used to summon that creature, which should not be a problem with four Dark Rituals.

But just because you did not draw a Purge or enough mana to cast it does not mean your opponent's creatures should be able to run you over.  This deck is full of spells capable of removing bothersome critters.  One of the best spells to fit this purpose is Nekrataal.  When this guy comes into play, you get to Terror a creature - talk about card economy!  Not only do you get to off your opponent's biggest menace, but you also end up with a 2/1 first-striker in the process.  If there are no creatures you wish to kill, just hold on to him; pretend it is a Dark Banishing sitting in your hand.  The wait will be very much worth it when your opponent finally casts a summon spell.

Delirium is an instant that can be used on your opponent's turn to tap a creature and prevent it from dealing any damage in combat.  On top of that, it will deal damage equal to [the] creature's power to its controller.  Not bad for only three mana.  Just imagine how your opponent will feel when they cast a Jungle Wurm only to see it hit by Delirium on their next turn and then Purged a turn later.

Purge and Delirium are too good to waste on small creatures so, while you are waiting for something worthy of your mana to hit the table, an assortment of direct damage spells will hold the weenies at bay.  Torrent of Lava will slaughter several of them at a time and Incinerates will take care of the rest.

What if your opponent isn't playing with any large creatures, turning your Deliriums into overpriced Incinerates?  Perhaps they are playing with no creatures at all?  No problem.

Emberwilde Djinn, a 5/4 flyer for four mana, kind of makes you wonder what the R&D people at Wizards of the Coast were smoking when they let this guy into the set.  However, as you take a closer look at this card, you will realise that he will most likely never attack or block.  You see, any plater can pay two red mana or two life to gain control of him during their upkeep.  Anyone who can count at a second grade level will come to the conclusion that paying two life is better than having an angry Djinn come over and smack them for five.

The Djinn will be too busy dealing with his summoning sickness to attack that turn and the whole deal will repeat each upkeep.  This effectively turns the big guy into a two point bolt each turn against anyone not playing red.  As for those who do... well, they too are in for a surprise.  Just when your opponent thinks it's safe, with the Djinn sitting on their side of the table and all, hit him with Delirium.  The big red jerk deserves it for going over to the enemy's camp and your opponent will suffer five points of damage.  You might even let your opponent keep the Djinn next upkeep and then dispose of it with the Purge, dealing five more points.

Emberwilde Djinn is a very nice way to annoy any opponent, but it would also be nice to have some creatures to attack and block with.  For this, we choose Wildfire Emissary and Aku Djinn - two of the better creatures in Mirage and Visions.  The Emissary is fairly cheap and packs quite a punch with his pump ability.  As for the Aku, a 5/6 trampler for five mana is pretty impressive.  Sure, he gives [your] opponent's creatures +1/+1 counters but, in the Delirium / Purge deck, is that really a downside?

Finally, for some quick direct damage, Pillar Tombs of Aku seems like a very good choice.  Its ability to eat creatures is of no particular interest to us, but cast it when your opponent has none and you will be dealing five quick points of damage for only four mana.

The one card this deck truly fears is Suleiman's Legacy.  When playing against a red / white deck, it might be a good idea to replace some of the Djinns with other creatures or extra direct damage from your sideboard.  Ebony Charms are a perfect answer to Hammer or Tombstone Stairwell decks.

The deck in its present form should be very competitive in any Mirage / Visions tournament.  If you would rather play for fun, there are a lot of cards that would support the deck concept that you might want to experiment with.  For example, cast Blood Lust on a creature before you Delirium it!  Among many other cards to try are Binding Agony, Cursed Land, Warp Artifact, Detonate and Death Watch."
Comments
Log in to comment