Type: Deck Idea
Format (legal 👍) legLegacy
Approx. Value:
$202.29
Buy

0 Likes 0 Comments
Avg. CMC 2.71
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 24 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (19)
2 Cunning Sparkmage
$0.29 Creature - Human Shaman
2 Nightshade Peddler
$0.07 Creature - Human Druid
3 Phyrexian Digester
$0.07 Artifact Creature - Phyrexian Construct
2 Prodigal Pyromancer
$0.08 Creature - Human Wizard
2 Prodigal Sorcerer
$0.20 Creature - Human Wizard
3 Quirion Elves
$0.22 Creature - Elf Druid
4 Razorfin Hunter
$0.33 Creature - Merfolk Goblin
1 Thopter Squadron
$0.92 Artifact Creature - Thopter
Artifact (3)
1 Caltrops
$2.77 Artifact
2 Viridian Longbow
$3.47 Artifact - Equipment
Enchantment (16)
1 Concordant Crossroads
$86.72 World Enchantment
3 Curiosity
$0.29 Enchantment - Aura
3 Intruder Alarm
$4.06 Enchantment
2 Nature's Revolt
$8.99 Enchantment
2 Psionic Gift
$0.19 Enchantment - Aura
3 Quicksilver Dagger
$0.14 Enchantment - Aura
2 Splinter Twin
$21.90 Enchantment - Aura
Land (22)
5 Forest
$0.09 Basic Land - Forest
1 Gruul Turf
$0.18 Land
7 Island
$0.13 Basic Land - Island
1 Kazandu Refuge
$0.12 Land
6 Mountain
$0.10 Basic Land - Mountain
1 Raging Ravine
$0.70 Land
1 Shivan Reef
$0.82 Land
Sideboard - 2 cards, 1 distinct

Notes
 
An entertaining deck that tends to be a little slow, but very strong in the mid-game.  Your strategy is to snipe as often as you can.  Shoot down your opponent's creatures to keep yourself alive in the early game.  Caltrops and Ensnaring Bridge will keep you alive while you strengthen your army of pingers.  Use Quicksilver Dagger to keep drawing and equip your Digesters with Longbows or Psionic Gifts, or Phyresis on your Prodigal Sorcerers and Hunters to keep infect damage coming in.  Intruder Alarm is critical; tap out your pingers every time it activates to kill off your opponent's creatures before they get the chance to attack, and use it on your turn for damage and draw power.  In the late game, play Nature's Revolt to turn every land into a creature, then use your pingers to pick off your opponents lands or use your Daggers to play the turn that never ends - draw creature, play creature, untap creatures and lands - ping, draw, repeat.  Argent Sphinx can also prolong your turn.  Phase him out to give yourself a free Alarm'd pinging session at the end of every turn.
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