A Greater
Degree of Social Mobility
Creator: Loki, Monkey God (www.MTGnews.com)
A Deck for the Effects
Magic Variant
Notes from the creator:
I'll do a card-by-card breakdown
Kjeldoran Dead-Power is triple the mana cost. Find a way
to nullify the additional sacrifice cost, and this thing is insane.
Spined Fluke-About the same, not as efficient or cheap, but you couldn't
drop it on the first turn anyway. A 4-turn clock.
Sengir Autocrat-These guys are very important. They provide a lot of the
sacrifices for the beatsticks. Get them into the graveyard, either by
playing them as instants or sacing them so that Gravedigger can get them
back.
Gravedigger-Retrieves primarily token generators, but really anything
that's been saced.
Deranged Hermit-Like the Autocrat, he makes beatstick fodder. Unlike the
Autocrat, if you keep him around, especially in multiples, he can be a
beatstick generator and not just a middleman.
Commander Greven il-Vec-He is a beatstick. A 3 turn clock, complete with
one of the best evasion abilities in the game. 'Nuff said.
Argothian Wurm-The only green beatstick, he requires no sacrifice on your
part. However, if you have decent board control, he will mess your
opponent up. How much land can they afford to lose?
Laquatus's Champion-He will usually finish the opponent just by coming
into play, but if not, your subsequent attack should do it. He also has
significant staying power by being black and regenerating.
Wood Elves-Cast as instants or use as chump blockers. Their main purpose
is to get Forests to make sure you can cast the Hermit. They can also
fetch Bayous!
Diabolic Intent-Find that elusive kill method, be it Greven, a Wurm, a
Champ, or another Hermit.
Hecatomb-It shouldn't be too hard to scrape up four worthless tokens, and
then all your Swamps become Tims. Should be a fairly short clock. Remember
that Bayous are Swamps!
Ritual of the Machine-Sometimes their creatures are better than yours.
What's not to like about trading a 0/1 token for a 7/7 trampling Wurm?
Attrition-Regenerating blockers? Nope. Pesky utility creatures? Huh-uh.
Too many tokens? I don't think so.
Grave Pact-This serves much the same purpose as Attrition, only less
specific and cheaper. When both hit the table, things get really fun.
Dark Ritual-An early boost if you need it, or lets you cast 2 expensive
spells later.
I really think the lands are self-explanatory.
I'm fairly proud of this title. One main token type is Serf, the lowest
rank of feudal society. In this deck, even lowly Serfs can become mighty
Commanders. (Greven comes into play, token leaves play. The token must
have become Greven) Anyway, I thought it was clever.
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