Home  Decks  Combos  Articles  Visual Spoilers  Features  Art  Links  Search  Forum

MDV RSS Feed  
 

  Super Games Inc - Free Shipping on orders over $30.   

 

[Back] [Home] [Up] [Next]

 
3 Academy Rector
4 Humility
2 Mobilization
4 Orim's Prayer
4 Story Circle
4 Disenchant
1 Enlightened Tutor
4 Oblation
4 Swords To Plowshares
4 Decree Of Justice

25 Plains
1 Kor Haven

Humility R Us.

Description of deck by it's author (quoted):
The Roadblock Deck (More Protection): This is a fun Subtype. It tries to play cards that anticipate and shut down routes of attack. This route of attack can be by creatures attacking or it can include spells. Usually, shutting down these routes of attack involves permanents. In football, imagine this deck putting great slabs of rock onto the pitch preventing all ball movement from crossing into the defensive side. Then the defense wins by launching balls with a giant potato gun over the slabs and the players into the net. (I mean, there is only so far you can take these sports analogies before they start sounding a little strange).

There are a variety of ways that you can do this in a deck. One simple way is by plopping down enchantments or other permanents to stop opposing creatures from attacking. Then you play creatures that get around your Roadblock. For example, you can play Moat, which prevents non-flyers from attacking. Sure, it may work against you, but that's no problem because you prepared by playing exclusively flyers.

Another version of the Roadblock Subtype is where you play a defense that works against a type of permanent or color. For example, you could play Story Circle. Then, whether direct damage or creatures come your way, you are protected from it all. Yet another way to use this Subtype is to block a strategy. For example, Ivory Mask will prevent you from being targeted, which eliminates discard, milling, burn, and other forms of direct targeting. This eliminates whole strategies. Remember, the key to this deck is to have more protection than your opponent can pierce. You want to insulate yourself from your opponent in several key areas, and then pounce for victory once you have neutered most or all of the opposing threats.

This deck uses several methods to control the board. The first is the key element – the Humility. Play this enchantment and every creature loses all abilities and becomes a 1/1. 1/1s aren't going to win the game very quickly. Once you have a Humility out, you can actually outrace most decks, because you can make tons of 1/1 creatures with no abilities that are on par with all of your opponent's creatures. Using Mobilization and Decree of Justice, you can outnumber your opponent and swing for the victory.

Orim's Prayer works well because it causes you to gain a life for each creature that attacks you. First of all, this slows down the pain you receive from combat, so it's solid on its own. With Story Circle, you can gain the life, then prevent the damage, which is a nifty little combo. The real combo, of course, is the famous Humility-Prayer combo. Turn their creatures into 1/1s, and then gain a life whenever they attack. The combination means that they will never touch you with any creature.

Disenchant is included simply to take out offending enchantments and artifacts. Your deck would insta-die to an opposing Prayer, for example, so you'll want protection. You can also use this for things like Sylvan Library and No Mercy. The set of Swords to Plowshares are the ubiquitous White removal, and they fit here. It's very nice to have a reliable removal plan that costs just one White mana. You feel safe when wielding a Swords. I love Kor Haven because it shuts down one attacker, guaranteed, but unlike Maze of Ith, it taps for mana. Sure, it requires mana to use, and it's Legendary, but nothing is perfect, not even Swords.

Oblation is a solid card because it is emergency removal for any permanent that gets in your way. You can also use it on one of your permanents (read: tokens) to draw two cards. The ability to either draw or single-handedly take out virtually any permanent threats (save lands, pro instants, and pro White cards) is a real lifesaver, especially if you play in multiplayer. The role of the Decrees and Mobilizations has already been discussed.

I like to only play of one of the tutors because most formats only allow one. Therefore, there's just one Enlightened Tutor. I tossed in a trio of Rectors though, because they can help you find the enchantment you need. During a Humility, they'll be just 1/1s, so don't even both playing them. However, Humility is often public enemy number one, and gets targeted for removal quickly. Rector can be used then, and also can get another Humility. With all of these roadblocks, I hope you can see why I named the Subtype after that idea. This is just another deck to help illustrate the principles of the Framework in action.

. 

Have a casual deck you want to submit to MDV?  Go here.  Do you see an error on this page?  Email it to this address.   

by Abe Sargent @ www.starcitygames.com

S.C.S.: Humility [GROUP]

DISCLAIMER.
Magic the Gathering is TM and copyright Wizards of the Coast, Inc, a subsidiary of Hasbro, Inc. All rights reserved. All art is property of their respective artists and/or Wizards of the Coast. This site is not produced or endorsed by Wizards of the Coast, Inc. 

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.

Home  Decks  Combos  Articles  Visual Spoilers  Features  Art  Links  Search  Forum