Post by Maraxus of Keld on Apr 6, 2004 17:06:19 GMT -6
Creatures:
2 Lancers en-Kor
4 Nomads en-Kor
4 Warrior en-Kor
4 Shaman en-Kor
4 Spirit en-Kor
2 Lancers en-Kor
2 Soltari Priest
4 Mogg Maniac
Other:
2 Flaring Pain
2 Incinerate
4 Kindle
2 Mob Justice
4 Shock
1 Spitting Earth
1 Disintegrate
1 Kaervek's Torch
2 Furnace of Rath
1 Enduring Renewal
1 Feldon's Cane
Lands:
10 Mountain
11 Plains
This deck was inspired by a question in an InQuest magazine from back when Stronghold first came out. The beautiful thing about it, though, is that the deck does not need to work on its primary combo, and in fact usually doesn't.
It can function as both a fast creature deck and a direct damage deck, because there are 26 creatures, 20 of which cost 3 mana or less, and 15 direct damage cards. However, the truly sickening part is when the deck's primary combo gets going. If there is a Furnace of Rath, a Mogg Maniac, and at least one or two en-Kor creatures, then I can deal infinite damage. If any of my creatures are dealt damage, the damage is first multiplied by Furnace of Rath, then I can redirect it all to another creature (if the damage is dealt to a non-en-Kor creature, the Shaman can take the damage to itself). Every time the damage is redirected, it doubles again, until I dump it all on a Mogg Maniac (where it doubles once more), who then deals an equal (or in this case doubled one final time) amount of damage to any opponent. And in case anybody gets funny ideas about killing off the Maniacs before I get the combo going, there's always Enduring Renewal to get them back, or Feldon's Cane to at least put them back into the deck.
In sum, this deck is my answer to cards like Wellwisher or other things that allow people to gain ridiculous amounts of life. If I've got this deck, I don't care how high a life total you get, I can deal that much damage and as much more as I want all in one turn.
2 Lancers en-Kor
4 Nomads en-Kor
4 Warrior en-Kor
4 Shaman en-Kor
4 Spirit en-Kor
2 Lancers en-Kor
2 Soltari Priest
4 Mogg Maniac
Other:
2 Flaring Pain
2 Incinerate
4 Kindle
2 Mob Justice
4 Shock
1 Spitting Earth
1 Disintegrate
1 Kaervek's Torch
2 Furnace of Rath
1 Enduring Renewal
1 Feldon's Cane
Lands:
10 Mountain
11 Plains
This deck was inspired by a question in an InQuest magazine from back when Stronghold first came out. The beautiful thing about it, though, is that the deck does not need to work on its primary combo, and in fact usually doesn't.
It can function as both a fast creature deck and a direct damage deck, because there are 26 creatures, 20 of which cost 3 mana or less, and 15 direct damage cards. However, the truly sickening part is when the deck's primary combo gets going. If there is a Furnace of Rath, a Mogg Maniac, and at least one or two en-Kor creatures, then I can deal infinite damage. If any of my creatures are dealt damage, the damage is first multiplied by Furnace of Rath, then I can redirect it all to another creature (if the damage is dealt to a non-en-Kor creature, the Shaman can take the damage to itself). Every time the damage is redirected, it doubles again, until I dump it all on a Mogg Maniac (where it doubles once more), who then deals an equal (or in this case doubled one final time) amount of damage to any opponent. And in case anybody gets funny ideas about killing off the Maniacs before I get the combo going, there's always Enduring Renewal to get them back, or Feldon's Cane to at least put them back into the deck.
In sum, this deck is my answer to cards like Wellwisher or other things that allow people to gain ridiculous amounts of life. If I've got this deck, I don't care how high a life total you get, I can deal that much damage and as much more as I want all in one turn.