Lands:
2 Darksteel Citadel
9 Swamp
9 Mountain
Creatures:
4 Brood of Cockroaches
3 Bottle Gnomes
1 Homura, Human Ascendant
1 Kuon, Ogre Ascendant
Other Spells:
3 Pox
2 Jokulhaups
3 Mana Flare
4 Conjurer’s Bauble
3 Negrogen Spellbomb
3 Pyrite Spellbomb
2 Darksteel Ingot
3 Darksteel Brute
1 Honden of Night’s Reach
1 Honden of Infinite Rage
2 Beacon of Unrest
1 Nightmare Void
3 Spinning Darkness |
 JokulPox.
Description of deck by its author
(quoted):
So, your next project is a Pox/Jokulhaups deck
that creates chaos in multiplayer. I think I can help you there. Cards
like Pox and Jokulhaups are great for multiplayer, so this ought to be
fun. As you said, you want to mess up everyone, including yourself, as
long as you can stay on top of it. Well, this is easier than it sounds,
since you’ll be the only guy on the tightrope with an umbrella, so to
speak. Your opponents won’t be expecting Pox and Jokulhaups, they’ll be
trying to churn out hordes of Saprolings or whatnot. Most multiplayer
decks take advantage of the slower format to try and build up huge
armies. they’re used to having plenty of resources. You get to be the
guy who saw the disaster coming. Your deck will have to be built to run
on very few resources, so you’ll be able to recover fastest. How do you
do that?
Indestructibility: Being indestructible won’t stop the
Pox, but it does stop Jokulhaups. If you’ve got a few indestructible
lands or artifacts on the board, then after a Jokulhaups you’ll have a
headstart on everyone else.
Alternate mana: Both Pox and Jokulhaups go after
lands. By having other types of permanents that produce mana, you can
umleash plague and pestilence fearlessly.
Baubles: “Baubles” are a term for small, 0- or 1-mana
artifacts that can be sacrificed for an effect. Most of them can be
sacrificed to draw a card. So having plenty of these is like storing a
card in your hand on the board, where Pox can’t get it. And by
sacrificing them in response to your own Jokulhaups, you allow yourself
to refill your hand with cards, giving you plenty of options in a
post-apocalyptic world.
Enchantments: Neither Pox nor Jokulhaups can do a
thing against enchantments. If your opponents have a lot, that’s trouble
for you, but you can play enchantments too.
Death as a doorway: Some creatures like to be
sacrificed, and others can bring themselves back from the ‘yard. Some
cards can even bring creatures from other players graveyards into play
under your control. Stock up on these by all means.
Darksteel Citadel, Ingot, & Brute: The Citadel is
simply an indestructible land. The Ingot is an indestructible artifact,
that produces mana. The Brute is especially nice, since you can pay mana
to make it a creature, but it’s always indestructible. Not only can it
hold off huge attackers and live, you decide when it’s a creature, so
you can let it dodge Pox, or you can sac it to Pox instead of your good
creatures. Remember, Pox rounds up, so if you have three creatures,
Opponent A has four, and Opponent B has five, Pox puts you all back at
two. Ideally you want all four of your Poxable resources to be at a
multiple of 3, so you don’t get hit harder than need be, and the Brute
helps you do this.
Mana Flare: In multiplayer games, a funny things
happens when you play Mana Flare. One, your opponents decide to focus
their offense away from the guy giving them plenty of free mana and
towards each other, which obviously works in your favor. And two, they
tend to play out all the cards in their hands. If they play all the
cards in their hands, they lose more creatures to a Jokulhaups, and
leave themselves without any options to recover. Also, it’s an
enchantment, so it lives through the ‘haups and the Pox.
Conjurer’s Bauble, Necrogen Spellbomb, Pyrite
Spellbomb... These are the baubles I mentioned earlier. You’ll need to
use them before a Jokulhaups, but they live through a Pox. Good thing
too, because Pox is an incredibly disruptive card that leaves everyone
scrambling to regain control. If you can press the advantage right after
the Pox, by sacrificing a Spellbomb, then you could make it effectively
impossible for them to recover.
Spinning Darkness: Pox leaves everyone with low life
totals. A red burn spell or a black “life drain” spell can help give you
the upper hand. I chose Spinning Darkness mostly because it can be
played without mana for after a ‘haups, but any cheap red burn would
work as well.
Honden of Infinite Rage/Night’s Reach: Again,
enchantments aren’t bothered by Jokulhaups or Pox, and these two help to
deny your opponents of the very same things that Pox does; cards in hand
and life totals.
Homura, Human Ascendant & Kuon, Ogre Ascendant: Homura
wants to die, and Kuon wants to witness a lot of death. Once they do,
they become enchantments. As enchantments, Homura makes even a 1/1 of
yours a force to be reckoned with, and Kuon forces sacrifice after
sacrifice.
Brood of Cockroaces: A simple 1/1, but it has an
ability that brings it back from the graveyard. So it can be sacrificed
to a Pox or die to the ‘haups as often as you like, and keep coming
back. Also try Endless Cockroaches; they’re very similar but I can’t
remember right now which one I prefer. Pick the one you like I suppose.
Beacon of Unrest: With all the things going to the
graveyard, you’re sure to find something of yours or your opponent’s
worth resurrecting with this little number.
Nightmare Void: A simple discard spell, but powerful
here because it can come back from the graveyard. You can use it as many
times as need be to empty your opponent’s hand. |