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Magic: The Gathering Decks
Hitman's Massive Multiplayer Rebel Onslaught
Colors: Mainly White
Description: I typically play multiplayer "chaos" games where 6-8 players is
the norm. In these games, creature decks are typical and the basic strategy
is to "camp out" during creature stall and build massive armies. I thought a
rebel deck would play into this strategy- WRONG! I almost completely "milled
out" my deck every time. This Frankensteinian monstrosity is the result of my
tinkering. First, it had to be huge so it wouldn''t mill itself out. Next, it
had to put out a metric shit load of creatures to compete with Dragons, Thorn
Elementals and such. Then, it had to deal with the typical Rebel killers-
Engineered Plague and Pestilence. Finally, it had to be able to deal with its
own size by including enough searching cards to be able to go fishing for
whatever you needed. Well, it's definately huge- having as much land as most
decks have cards. It puts out tons of rebels at a frightening rate. It
giggles at enchantments and can tear itself apart for whatever you need.
Contents:
White Spells:
4 Land Tax
4 Disenchant
4 Scour
4 Enlightened Tutor
4 Presence of the Master
Artifacts:
4 Soldevi Digger
4 Urza's Incubator
4 Heartstone
Black Spells:
4 Demonic Tutor
4 Vampiric Tutor
4 Howl From Beyond
Land:
10 Swamp
4 Terrain Generator
4 Fountain of Cho
42 Plains (that's right 42)
White Creatures:
4 Defiant Falcon
4 Nightwind Glider
4 Thermal Glider
4 Defiant Vanguard
4 Ramosian Sargeant
4 Ramosian Lieutenant
4 Ramosian Captain
4 Ramosian Commander
4 Ramosian Sky Marshal
4 Pious Warrior
4 Jhovall Queen
2 Cho Manno, Revolutionary
2 Lin Sivvi, Defiant Hero
4 Lawbringer
4 Lightbringer
4 Rappelling Scouts
4 Ballista Squad
Comments:
Whew! What a deck. Playing this thing requires a good knowledge of its table
of contents and good timing. The first priority is to get lots of land. The
more land you have, the more you can recruit more rebels. You do this by
getting a Land Tax as soon as possible- using Tutors for it if necessary.
This not only helps you keep up with smaller decks, but removes land from the
deck so you have a greater opportunity to draw a creature. This should get
you going- casting creatures, recruiting others, and playing the artifacts
which makes it all easier. Terrain Generators help, letting you get a land
advantage, Urza's Incubators let you cast even big rebels for cheap,
Heartstones let you recruit for really cheap, and Soldevi Diggers keep things
coming back for later. So, if you have more Tutors or get a good draw, my
next play is usually a Presence of the Master to shut down enchantments
(especially Engineered Plague and Pesty). After that, I try to get Incubators
if my hand is creature heavy, or Heartstone if I can recruit faster than I
can play from my hand.
Creature play is pretty straightforward. Remember to recruit at the last
possible instant- usually at the end of the player to your right's turn, but
possibly before you declare blockers during an attack. This surprise factor
is a huge advantage since your opponent's can't plan ahead and may even
forget that you can recruit. Keep your graveyard clean by using Lin Sivvi and
Soldevi Digger. This, too, can be huge. You can use a Lawbringer to frag an
opponent's dragon, dig him to the bottom of your deck, then recruit him that
turn to repeat the process next turn. Howl From Beyond is here especially for
Dragons and big black creatures. Use it on a Thermal or Nightwind Glider to
put a serious wallop on decks that cannot block these creatures.
Your defense is usually too solid to attack because of sheer numbers, but
watch for a concerted effots by several players at once. Since you should
recruit on other people's turns, this often leaves mana available to use a
Ballista Squad if you need to. However, it is often wise to block and take
out their creatures because you can get your creatures back from the
graveyard and your opponent usually cannot. By the way, this deck is usually
played much better when humming or singing Billy Idol's "Rebel Yell" softly.
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