Site hosted by Angelfire.com: Build your free website today!

Home

Beebleboy's Variants

Base Sets

bullet

Starter

bullet

Portal 3

bullet

7th

Box Sets

bullet

Anthologies

bullet

Battle Royale

bullet

Beatdown

bullet

Deckmaster 2001

Inaugural 

bullet

1996

World Championship

bullet

1997

bullet

1998

bullet

1999

bullet

2000

bullet

2001

bullet

2002

Expansion Sets

bullet

Tempest

bullet

Stronghold

bullet

Exodus

bullet

Saga

bullet

Legacy

bullet

Destiny

bullet

Mercadian

bullet

Nemesis

bullet

Prophecy

bullet

Invasion

bullet

Planeshift

bullet

Apocalypse

bullet

Odyssey

bullet

Torment

bullet

Judgment

bullet

Onslaught

bullet

Legions

bullet

Scourge

Bomber

# Name Rarity Casting Cost
  Creatures (14)    
1 Merfolk of the Pearl Trident Common Blue Mana
1 Coral Merfolk Common 1 ManaBlue Mana
1 Merfolk Looter Uncommon 1 ManaBlue Mana
1 Sage Owl Common 1 ManaBlue Mana
1 Glacial Wall Uncommon 2 ManaBlue Mana
1 Horned Turtle Common 2 ManaBlue Mana
1 Prodigal Sorcerer Common 2 ManaBlue Mana
2 Wind Drake Common 2 ManaBlue Mana
1 Daring Apprentice Rare 1 ManaBlue ManaBlue Mana
1 Wall of Air Uncommon 1 ManaBlue ManaBlue Mana
1 Fighting Drake Uncommon 2 ManaBlue ManaBlue Mana
1 Thieving Magpie Uncommon 2 ManaBlue ManaBlue Mana
1 Air Elemental Uncommon 3 ManaBlue ManaBlue Mana
  Other (9)    
1 Force Spike Common Blue Mana
1 Unsummon Uncommon Blue Mana
2 Boomerang Common Blue ManaBlue Mana
2 Counterspell Common Blue ManaBlue Mana
1 Inspiration Common 3 ManaBlue Mana
1 Ancestral Memories Rare 2 ManaBlue ManaBlue ManaBlue Mana
1 Confiscate Uncommon 4 ManaBlue ManaBlue Mana
  Land (17)    
17 Island Common -
40

Total

Notes about the deck from www.wizards.com

Fly the friendly skies? Your opponent will think twice about that after facing the Bomber deck. You'll take control of the game with tricky blue spells and Wizards, and then your big flying creatures will really deliver a beating. You won't always attack much in the beginning of the game, but by the end, you'll be on top of the world.

Bomber has several creatures that will protect you from your opponent's early assault. Glacial Wall, Wall of Air, and Horned Turtle make great blockers. You can use the Prodigal Sorcerer's ability to pick off small creatures one by one. Definitely play your creatures right away, especially if they can get through to your opponent.

Blue magic is all about control. Inspiration, Merfolk Looter, and Ancestral Memories help you draw the right cards when you need them. You can use Boomerang and Confiscate to disrupt your opponent's game plan. Force Spike and Counterspell both let you stop your opponent's spells. You should save your "permission spells" for things you can't deal with another way, like really big creatures or spells that would destroy your best creatures. Make sure you play Force Spike when your opponent can't pay the extra mana - that will usually be early in the game.

Don't worry if you don't do a lot during your turn. You'll play lots of spells and abilities during your opponent's turn that will either help you or interfere with your opponent's plays. In general, you should wait as long as you can to play your noncreature spells and abilities. Leaving lands and creatures with abilities untapped means that your opponent will never quite be sure what you're going to do next.

When you have about six lands in play, you start playing your big fliers: Fighting Drake and Air Elemental. Thieving Magpie's good, too, because it can get you more cards. Once the flying creatures hit the table, winning the game will be smooth sailing.