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Outer Darkness Deck

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Focuses on elimination. The deck is highly offensive. No doubles, creating a wide range of possibility; an indestructible, hexproof, unblockable Nightveil Specter causes problems. Invisible Stalker w/6 enchants and a dozen +1/+1 counters, soulbound to Silverblade Paladin (x2 strike) SOLVES problems.

Spamming "enters the battlefield..." w/returning and blinking controls the enemy, but also buffs player creatures. Cathar's Crusade has never been a bad thing. Big hitters like Venser, if protected, can quickly exile all of an opponent's land -- especially with Strionic Resonator. Little things like Mistmeadow Witch can save a needed creature or remove a defender -- assuming your creature isn't unblockable.

If you haven't won already -- statistics show that you have -- some late-game heavy-hitters like Akroma's Memorial will get you there. If the enemy is sitting on too much LP and token creatures, skipping their combat phase with Stonehorn Dignitary and gaining LP of your own with Goldnight Redeemer are a must. Sunblast Angel with Blustersquall or Supreme Verdict can be a one-turn victory; use blustersquall on their turn, play/blink Sunblast; Supreme Verdict, while costly, can annihilate their forces, then your indestructible Silverblade Paladin with a dozen +1/+1's becomes soulbound. Or, blink several of your creatures until end of turn, then Verdict/Devastation Tide cleans house -- and your creatures come back, ready to dominate (especially if Stonehorn was one of them). If you can't wipe the field, you can overrun it; the combination of an unblockable lifelink'd creature and the two enchants Angelic Accord and Cathar's Crusade will summon a legion of Angels that become 12/12's before any Populate deck can try to keep count.

If things get dicy, Archaeomancer and Venser with a single instant have won me the game against $100 decks. If you get no tricky combos, it's because you're either screwed or you have too much dakka and the game ends by turn 3.

Some advanced implements of destruction include Medomai the Ageless being blinked before his extra turns, allowing him to attack again and therefore create infinite turns. With a means to untap Nephalia Smuggler, he can infinitely blink Palinchron, creating infinite mana. Or, Wind Zendikon can enchant an Azorius Chancery land to make it a creature; Freed From the Real on that creature-land makes an infinite W mana cycle. It is nowhere beyond the scope of possibility that this deck could create a chain of infinite card-draws, extra turns, mana, LP, creatures, and decking via stealing cards. On top of that, it can do so indefinitely by recycling the graveyard -- all while being a ~$50 deck that I built from scraps. I've never ordered a card and have no one to trade with. I should change the name to the 'ego deck.'

Extremely effective against black and red for obvious reasons. An opponent with wellspent decking is a danger, but if you can do enough damage or get Elixir of Immortality, you'll be okay. However, it needs a lot of tuning and work.

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These are the all the revisions of this deck. Click on a revision to view the deck as it looked back then.
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» Revision 10 December 21, 2013 storminmormon
Revision 9 November 13, 2013 storminmormon
Revision 8 November 13, 2013 storminmormon
Revision 7 November 9, 2013 storminmormon
Revision 6 November 8, 2013 storminmormon
Revision 5 November 8, 2013 storminmormon
Revision 4 October 29, 2013 storminmormon
Revision 3 October 21, 2013 storminmormon
Revision 2 October 18, 2013 storminmormon
Revision 1 October 16, 2013 storminmormon
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