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This decks primary objective is to make all players attack, handing out creatures to do so and placing incentives (Thantis herself) to attack others.
==War makers==
Cards that force players to attack.
- [[Thantis, Warweaver]], being an attack-enforcer from the command zone is huge. This means we don't need many others. Also her triggered ability is usually incentive enough to not be attacked.
- [[War's Toll]], great card. Hoses control-players as they can't hold up mana properly and forces opponents to all-out attack or stay home.
- [[Warmonger Hellkite]], big body that can block fliers and also pump opponent's attacking creatures if they go against someone else.
[[Fumiko the Lowblood]] can't block fliers and has not enough impact, so I cut her. Being able to recast Thantis is usually enough.
[[Avatar of Slaughter]] is very expensive and can backfire with the doublestrike.==Attack-others==
cards that make opponents attack other players and not me. (apart from Thantis)
- [[Elephant Grass]], the clause that black creatures can't attack me at all is great synergy with the zombie-token generators further below.
- [[Curse of Disturbance]], triple duty: incentivize attack, attack others and create more attackers.
- [[Marchesa's Decree]], serves double duty as at first it incentivizes to attack and later on the lifeloss and taking monarch from another player is enough reason to not bother me.
- [[Kazuul, Tyrant of Cliffs]], nobody wants to give you an army of 3/3 ogres for the crackback.
- [[Orbs of Warding]], attacking with small creatures becomes ineffective. Also protects me from some random weird effects.
- [[No Mercy]], even works against hexproof/shroud/protection
- [[Dread]], No-Mercy with many legs
- [[Hornet Nest]], nobody wants to face a swarm of angry hornets.
==Token makers==
cards to give other players creatures so they can start attacking each other.
- [[Sylvan Offering]], choosing two different opponents, so they can starting hitting the third. Gives you a bunch of tokens to protect you as well.
- [[Genesis Chamber]], does a lot of work on populating the board
- [[Pharika, God of Affliction]] triple-duty by giving opponents creatures, directing attacks (deathtouch) and exiling creatures from graveyards.
- [[Rampage of the Clans]] instant speed tranquillity boardwipe that hands out creatures.
- [[Tombstone Stairwell]] odd-looking card from the olden days, but does a lot of work as it generates a lot of tokens for everyone and destroys (not exile) them at each end of turn.
- [[Mogg Infestation]] directed boardwipe to clear out problematic creatures while giving a bunch of goblin tokens.
- [[Forbidden Orchard]] simple and effective.
- [[Titania's Song]], disables artifacts and turns them into creatures.
- [[Infernal Genesis]], lots of tokens for everyone.
==Morbid==
cards that benefit from creatures dying.
- [[Blood Artist]], [[Falkenrath Noble]], [[Hissing Iguanar]], [[Poisontip Archer]], [[Dingus Staff]], [[Massacre Wurm]] all cause opponents to lose life when creatures die.
- [[Deathreap Ritual]] card-draw.
- [[Revel in Riches]] alternative win-condition and ramp.
- [[Grim Feast]] straight-up lifegain to withstand more hits.
==Ramp==
- [[Expedition Map]], [[Collective Voyage]], [[Farseek]], [[Rampant Growth]], [[Sakura-tribe Elder]], [[Farhaven Elf]], [[Cultivate]], [[Kodama's Reach]], [[Grow from the Ashes]] and [[Tempt with Discovery]] as normal ramp that can also make others like you better (temporarily)
- [[Thawing Glaciers]] + [[Deserted Temple]] because ramp.
==Killing people==
- [[Repercussion]] with one of [[Blasphemous Act]], [[Incite Rebellion]], [[Chain Reaction]] can suddenly end games.
- [[Tombstone Stairwell]] with [[Revel in Riches]] usually wins on next upkeep or creates a lot of morbid-triggers.
- [[Rogue's Passage]] + Thantis lets you win with commander-damage, especially when Thantis keeps growing.
The rest of the deck consists in card-draw, removal and boardwipes with upside.
==Slow-down==
I have been running into a few combo-decks lately, so I had to add some hate-pieces to slow them down as we're not the fastest deck at the table:
- [[Blood Moon]] every-bodies favourite. At least draws out a counter.
- [[Damping Matrix]] combo disabler. Take that, Thrasios!
- [[Null Rod]] blank artifact ramp.
- [[Torpor Orb]] Slow down others with minimal impact on us.
- [[Cindervines]] hurt spellslingers and serves as removal.
==Strategy==
- Ramp. Ramp. Ramp again. Try to mulligan until you can effectively ramp.
- Start incentivizing people to attack others and hand out tokens. Keep some for yourself as defence. Try to fill the board.
- Drop a morbid-abuser and play a war-maker to start the carnage
Being able to hand out tokens is a huge deal for politics. Try to manage the tides of war without getting yourself emerged too much. Remember to cast Thantis in your second main phase, otherwise your other creatures have to attack.
This deck has been a blast to play if you like politics and carnage.
Differences to edhrec suggestions:
Avoid mana-rocks as they get easily blown up by [[Rampage of the Clans]] and [[Wave of Vitriol]] or made useless by [[Titania's Song]] and [[Null Rod]]
Avoid Planeswalkers as they usually get hated out easily when the board is full of creatures.
Don't play many creatures to minimise colateral effects of boardwipes.
Not running any dual lands to be able to ramp easily and reduce effect of [[Wave of Vitriol]] and [[Blood Moon]] (you wouldn't believe how few basics some decks run). Fetches only to fix mana as you strictly require green mana to ramp. Not being able to ramp is the Achilles' heel.Final thoughts: The hate cards resulted in creating a lot un unwelcome attention to our plan, so use with caution. They can easily transform the game into Archenemy. It's hard to balance between slowing down competitive decks and enabling politics with more casual decks.
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