4 Thunderscape Battlemage
4 Thornscape Battlemage
4 Nightscape Battlemage
4 Sunscape Battlemage
4 Stormscape Battlemage
2 Haunted crossroads
1 Sunken hope
2 Mana Cylix
2 Mana Flare
2 Necra Sanctuary
2 Dega Sanctuary
1 Planeswalker's Favor
4 Lay of the Land
2 Primal Growth
2 Auramancer
1 Coalition Victory
8 Forest
3 Swamp
3 Island
3 Plains
3 Mountain |
Battlemages.
Description of deck by it's author
(quoted):
The kickers RULE! You need to get a lot of mana and FAST to win.
Once you have that mana, the kickers will take over. Having both Nerca
and Dega Sanctuaries out will close or widen the distance between your
health and the opponent's. Since all the Battlemages are 2/2,
Planeswalker's Favor makes up for the power gap if needed. Since
there are so many of them and you can get them back, you can play the
battlemages without the kickers with little worry. Thanks to
Haunted Crossroads and Sunken Hope, I will be able to replay my
Battlemages over and over and over again, and almost never draw out.
Auramancer helps you get back destroyed enchantments, so I included them
as well.
It's tough to identify good combo's
with this deck. Maybe Haunted Crossroads to put back a Sunscape, and
play it's blue kicker to accelerate through the deck, or bouncing you
own creatures with Nightscape to play other important kickers. If you
are playing against a mono, black, that can cause problems for this
deck, but it's the only severe weakness. |
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