ot a lust for life? Then the "Life Drain" deck is right up your alley! This deck is stuffed with cards that boost your life total, like Recumbent Bliss and Apothecary Initiate. Even better, some of its cards increase your life at your opponent's expense! For example, you'll gain life from the lifelink ability of Voracious Hatchling whenever it deals damage, and Syphon Life lowers your opponent's life as it raises yours.
With all that extra life at your disposal, you've got the clear advantage in any damage race. Keep hitting your opponent with your evasive creatures, and there's no way the counterattacks can beat you down fast enough. But why fight a slow battle? As long as your life total is 25 or more, Divinity of Pride is a mighty 8/8 creature with flying and lifelink. Life is good!
hen playing the "Sidestep" deck, you're in control of an ever-changing reality. Creatures suddenly gain flying, thanks to Stream Hopper and Merrow Levitator. Creatures suddenly switch their power and toughness, thanks to Crag Puca and Inside Out. And creatures that used to fight on your opponent's side suddenly fight on yours, thanks to Dominus of Fealty and Unwilling Recruit!
While you're playing enough tricks to keep your opponent completely off balance, you'll also be smashing in with a deceptively aggressive deck. Many of your creatures are hard to block for one reason or another, and others are just unapologetically large. If any plucky defenders cause you problems, you've got an arsenal of firepower to throw their way before your attackers rumble on in. Sidestep that!
hoever plays the "Death March" deck has dominion over the grave. Hag Hedge-Mage and Desecrator Hag can pull creatures back from beyond death, while Soul Reap and Cankerous Thirst can drop-kick creatures into the afterlife. To fully defeat death, pair Quillspike with Rendclaw Trow. The Trow's persist ability returns it to play with a -1/-1 counter on it each time it dies without any -1/-1 counters . . . and Quillspike removes that -1/-1 counter each time the Trow resuscitates!
What's the best way to take advantage of a creature that won't stay dead? By feeding it to Doomgape, a massive 10/10 trampler with an unforgiving hunger. Creakwood Liege will also keep Doomgape well fed. Not only does it create a Worm token each turn (perfect Doomgape food), it gives +2/+2 to each of your other black-and-green creatures-including both Doomgapeand the Worms!
t first, the "Battle Blitz" deck looks like a classic red-white deck. It's got some low-cost attackers, it's got some creatures with first strike (or, in the case of Hearthfire Hobgoblin, double strike), and it's got some burn spells. But then it starts getting tricky!
This deck backs up its aggressive tendencies with a variety of (untap) abilities. A creature with an ability must be tapped to use it-which is no problem, since it'll be attacking at the earliest opportunity! Make extra creatures with Patrol Signaler, deal scads of damage with Hateflayer, or pump up your entire attacking team with Duergar Mine-Captain. The ability untaps your creature, so even though it attacked, it'll also be ready to block next turn. Revelsong Horn sounds the final note-at the "cost" of priming an ability for use!
he "Superabundance" deck gives you more than you ask for . . . and gives your opponents more than they can handle. The deck is packed to the gills with abilities that trigger each time you play a blue spell or a green spell. In fact, when you play a blue-green hybrid spell, you could untap Nettle Sentinel and Merrow Levitator, give a creature +1/+1 with Nurturer Initiate, remove two -1/-1 counters from Sturdy Hatchling, turn Shorecrasher Mimic into a 5/3 trampler, put a Wolf token and a Bird token into play with Fable of Wolf and Owl, and get whatever the original spell was!
To ensure you'll keep playing spells, the deck contains a number of cards that let you draw a card when they resolve. It also features Spitting Image, whose retrace ability lets you create a copy of the best creature in play turn after turn!