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3 Honden of Cleansing Fire
3 Honden of Infinite Rage
3 Honden of Night’s reach
3 Honden of Seeing Winds
4 Honden of Life’s Web
3 Graceful Adept
2 Heart of Light
2 Gale Force
3 Mirror Gallery
3 Unsummon
3 Holy Day

6 Plains
6 Island
5 Swamp
5 Mountain
6 Forest

Honden Honden Honden.

Description of deck by it's author (quoted):
I must admit I have ordinarily had terrible luck in the drafting business. I call it a business but really only one transaction was being made: me giving away my money. One faithful draft I managed to get both a Honden of infinite rage and Honden of life’s web. I had never even seen shrines before and decided to see if they could really be useful, and to my surprise everyone was turned into dust. My drafting deck included many smaller creatures to distract the opposition while I spit lands out and eventually got out my shrines. By then, dealing 2 damage per turn and creating two creatures per turn was just too much to handle against the small arsenal drafting provided my opponent. After the match I decided to see if shrines could really put up a match against another deck, and made a simple one with one shrine of each color, nothing fancy. I did horrible, I think I went about 1/9 in my first 10 matches. I did some buying, some trading, and this is what I came up with (see deck).

How to play effectively: a lot of people hate to mulligan, no one wants to lose that card in your hand, because they can be very important, that’s one more card to deal with your opponent. In this deck you have to get used to taking a mulligan here and there, early shrines are vital. If you get say a Red and White shrine, but two islands, take it. This deck is almost 50% lands, you will get land, a lot of land. By the time you have the chance to get the shrines out, you will most likely have land of that color, if not, just keep them at bay with all those Holy Days, Unsummons’, etc.

When you have more than 1 of each shrine out, make sure you can keep two or more mirror galleries out. I’ve had a lot of people criticize me for having two of the same exact cards on the board, but if they had destroyed the one I had out, the shrines would destroy each other and my deck would be useless, as most of my shrines just took a dive into the graveyard. The same principle relates with the Graceful Adepts, if you have 15 cards in your hand make sure you keep them out of danger, and try to keep more than one on the board, as noted above. The latter should be obvious, but just making sure to cover it.

A few ideas to ponder on where to take this card to next: there is a card named Student of the Elements, it starts out as “When Student of the Elements has flying, flip it”, after you give it flying (any enchantment that will give him flying) it gives all your creatures flying. As you can imagine, having 10 1/1 flying creatures is pretty overwhelming, and gives you quite the heads up, and this is only an uncommon card as well, so it’s easily obtainable. Another card that would be wonderful is Overrun, which is in Tempest and Odyssey, while not as easily obtainable, they would obviously pretty much give you the game.

Pros to this deck: very cheap, the most expensive card in this deck is Mirror Gallery which you can easily find online for two tickets at the time of this, the Hondens can be found 4 or 5 for 1 ticket if you shop around, and most of the other cards are commons. This can be a great “starter” deck if you don’t want to spend much money at one time, but you can spend a few bucks here and there to tweak it as you see fit. Once you get all five shrines out you can deal with nearly everything an opponent can dish out. You discard their hand so no more stockpiling those sorceries and arcanes against you, you can deal with any creature 5 power or less, and you’re spitting out creatures at an alarming rate.

Cons: there are a few cards which do take quite a toll on this deck, cards that destroy all cards of the same type for one, will kill all your spirit 1/1 creatures, and there is a black card, the name escapes me, which makes you sacrifice either a land or a creature for each creature you bring into play, that will kill all your spirits until you have enough lands in play to start sacrificing, then you can start whittling away at their life. Another deck I seem to always have trouble with is the land destroying decks, anything that kills my mana supply early troubles me, simply because I seem to end up with 3 plains when all I need is that mountain.

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by Mike McQueen @ www.cardshark.com

COMBO: Mirror Gallery - Multiple Hondens

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Magic Deck Vortex (www.magicdeckvortex.com) is a service provided by John Streetz to promote the knowledge and awareness of Magic: the Gathering as a collectible card game (casually, of course). This is a free site based out of Illinois that does not generate any profit for its owner. Magic Deck Vortex is based out of Illinois and has been around since August 2002.

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