4
Soul Warden
4 Wall of Essence
4 Venerable Monk
4 Spike Feeder
4 Teroh's Faithful
4 Radiant's Dragoons
4 Staunch Defenders
2 Spike Weaver
2 Test of Endurance
4 Spirit Link
4 Armadillo Cloak
4 Savannah
4 Brushland
4 Forest
8 Plains |
 Get
a Life.
Description of deck by it's author
(quoted):
Multiplayer games is also where the white alternative win condition
card shines best. Test of Endurance seems tailor-made to play along with
Congregate –- the card loved, or hated, by multiplayer mages for years!
A single Congregate can put you over fifty life points –- especially if
one of your opponents is playing the Egg deck!
Making Test of Endurance work in individual games is much more of a
challenge. Cards like Life Burst just don’t cut it for this purpose. As
you are throwing away cards to gain a few life points, your opponent
will use his to knock your life total back down. One way to go about it
would be to build a blue-white control deck that can survive long enough
to cast a pair of Ancestral Tributes. Another would be to shut down your
opponent’s attackers to the point where you can gain that much life,
while fending off your opponent’s attacks.
If you're short on older rares, try Sungrass Prairie or Elfhame Palace
instead of Savannah, and Wall of Blossoms for Spike Weaver.
Guaranteed to frustrate any opponent that is relying on fast damage of
simply brute creature strength to win, this deck will also annihilate
anyone fond of burn. Note that there are only two copies of Test of
Endurance in the deck -– just like there are only two Epic Struggles in
the deck above it. Although these cards are the premier win condition,
you also do not want to draw them early in the game, nor do you really
want to draw multiples.
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