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4 Avalanche Riders
4 Crypt Angel
4 Flametongue Kavu
4 Ghitu Slinger
4 Terminate
4 Urza's Rage
2 Eron The Relentless
2 Kumano, Master Yamabushi
4 Duress
4 Void

10 Mountain
10 Swamp
4 Sulfurous Springs

Machine-Head Redux 2006.

Description of deck by it's author (quoted):
This deck is built around the two Underused Hall of Fame cards Void and Crypt Angel. Although the Crypt Angel fits equally well in Black/Blue or Black/Red decks, the Void mandates Black/Red.

Void is a great - surgical mass removal spell with the promise of lucky discard as well. Crypt Angel is a fine flying beater, a great anti-White creature, and a way of recurring your dead Red creatures - of which there are many. In fact, every other creature in the deck is Red.

I included three Red creatures that go well with Crypt Angel. The ubiquitous Flametongue Kavu fits into any Red deck. Avalanche Riders are a great choice for tempo. And Underused Hall of Fame entry number three - Ghitu Slinger - rears its head and does a little damage before falling back to the graveyard. All of these make sense to recur with a Crypt Angel because they can do something when they come into play.

I also went with Eron the Relentless as a hasted way of getting a beater on the board. You might use his regeneration power on rare occasions. For some reason, I'd rather have Eron the Relentless over Skizzik. I think he's just cooler.

The last creature I used was a pair of Kumano, Master Yamabushi. It's a great card for Red/Black, and can burn down opposing creatures as well as players.

As removal, I packed Terminate and Urza's Rage. Terminate is probably the best pound-for-pound creature removal spell in the game. (By “pound-for-pound,” I mean in comparison for casting cost. It's an instant, and it kills regenerators, and it costs a mere two mana).

Urza's Rage can burn creatures early and are a guaranteed victory later in case your deck stalls. I always like having one or two backup plans just in case.

To round out the deck, I tossed in a pair of Duress. This serves two functions. The first is as the normal early game discard that disrupts an opponent. The second is to learn a player's hand before playing a Void, so you can use Void as maximally useful discard as well as permanent removal.

For example, suppose your opponent has a pair of threats out - one costing four mana, one costing five - and three cards in hand. You have a Void and you draw a Duress. Playing the Duress reveals a land, a four-mana threat, and a five-mana removal spell. Take the spell with Duress, and then play Void for four. You played two cards and eliminated three because of the information that Duress provided. If you had played Void for five, it still would have taken two cards, but the Duress would now be useless, and your opponent would have a backup threat ready to go.

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by Abe Sargent @ www.starcitygames.com

CONTROL: Void / Duress - Terminate / Avalanche Riders

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