4 Dark Confidant
4 Leonin Skyhunter
3 Isamaru, Hound of Konda
2 Ink-Eyes, Servant of Oni
4 Suntail Hawk
3 Nezumi Cutthroat
4 Lantern Kami
3 Hypnotic Specter
4 Kiku’s Shadow
3 Last Gasp
4 Umezawa’s Jitte
4 Cave of Koilos
4 Tendo Ice Bridge
6 Swamp
8 Plains |
 Mad
Cow.
Description of deck by it's author
(quoted):
Now, I know what you’re thinking. “OMG! u ppl
rite t3h dek but u not tell how 2 play it! OMG!” If you could just calm
down and refrain from bludgeoning me with a lamp, I can explain how to
play this deck. Now, I know what someone else here is thinking. “I find
this to be a rather inane section of this article, which is already
mediocre at best, as Aggro decks are incredibly simple. I personally
prefer a more blah blah blah blah blah!” Well, you’re right. Aggro decks
are fairly straightforward. However, I feel that it’s important to lay
down some guidelines for optimal kickassness.
The Rules
1. The first rule of Mad Cow is you don't make Fight Club references.
2. The first turn just depends on what you have. Play what you think
will work the best.
3. On the second turn, if you have options...
Play Skyhunter vs. Aggro.
Play Confidant whenever you think you can get away with it.
Play Cutthroat if the other deck definitely has no Black.
4. Try and get as many men into play as possible on turn three when
facing a deck with any speed. Any two-drop/one-drop combination.
If you have a Specter and are facing a slower deck, go for it.
If you think you can really clean house by getting a Jitte at least in
play and equipped next turn, do it.
5. Pretty much no matter what, use turn four for more creatures.
Sometimes a throw-a-Jitte+equip-a-Jitte thing can take an enemy by
surprise, so that's good too.
6. Turn five is a good turn to Ninjutsu in Ink-Eyes or throw on a couple
of finishing touches like killing their creatures with Shadow.
7. By turn six, you should...
A. have won the game.
B. be close to winning.
C. throw down a finisher or a couple last minute creatures.
Keep that in mind.
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