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4 Abyssal Specter
4 Bone Shredder
4 Flametongue Kavu
4 Ghitu Slinger
2 Thrashing Wumpus
4 Void Maw
4 Incinerate
3 Earthquake
4 Living Death
2 Pyroclasm

9 Mountain
11 Swamp
4 Urborg Volcano
1 Volrath's Stronghold

Look Maw, No Hands!

Description of deck by it's author (quoted):
Void Maw. It’s a 4/5 creature with trample in Black. That means it has some heft and can be a decent creature all on its own. With a five defense, it becomes hard to burn away. It has the ability to prevent any creatures from going to the graveyard, almost like a Planar Void for creatures. This is a fine adjunct ability, as it stops graveyard recursion at your table. There’s always somebody using Volrath’s Stronghold to recur their Etched Oracle over and over again (fill in another creature and recursion method, but you get the idea). Void Maw tells them to knock it off.

Void Maw can take these creatures that have been removed from the game, and put one back into the graveyard in order to pump the Maw - which already has trample and already is a 4/5 - granting +2/+2 until the end of the turn. Ah, the power of this card. My first point was that you could put creatures in your graveyard while keeping them out of other’s yards. That’s a nice bonus. In multiplayer, I also noticed that you might get a big enough Maw to kill a player in one hit. That’s a nice bonus too.

This deck uses a variety of removal options to keep creatures dying. Dying creatures are removed from the game by the Void Maw and saved for eating. The deck has several mass removal spells, like Living Death, Pyroclasm, and Earthquake, plus Thrashing Wumpus can add some mass removal too. Earthquake can only deal up to four damage if you want to keep a Maw alive. Of course, you can use the Maw’s pump ability if you want to ‘Quake for more. Pyroclasm will kill several of your creatures, but all of them should kill something when they come into play, so they will already have been of service. With your reanimation and Maw-pumping, dead creatures on your side of the board are fine and dandy. Note, however, that that Abyssal Specters are immune to death both by Pyroclasm and by Earthquake. I tossed in a quartet of Incinerates as an adjunct to the burn. They’ll take out annoying regenerators, which seem to get a decent amount of play in some multiplayer circles.

Ideally, you want to use your removal to clean a lot of the board when you have a Maw out. Then you can swing and deal a lot of damage to a player, possibly killing him, by using just the creatures of yours that died, and if you need to, you can also use that player’s creatures too. Since you are killing that player, you might as well. Then you want to cast Living Death, getting back all of your creatures while other players have many removed permanently from the game. Some of your 187 creatures will kill off the few creatures that made it past your Maw, and you’ll have a very dominant board position. You can even pump up another Maw by getting one into play with the Living Death, and when your Bone Shredder kills another creature, the new Maw stores it. The dying, non-Echoed Bone Shredder will soon follow.

The net result of all of this mass removal and Maw and recursion is that you’ll likely be the deck with a lot of creatures at the table while everybody else has very little. Note that if mass removal, such as your Living Death or an opponent’s Wrath of God, is played while you have a Maw in play, the Maw will still remove creatures from the game that die to said mass removal. This is a permanent answer to even the worst problems, like Akroma.

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by Abe Sargent @ www.starcitygames.com

S.C.S.: Void Maw

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