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]

 
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.

. 

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 Insane Hermit @ www.mtgsalvation.com

WEENIE: Dark Confidant / Leonin Skyhunter - Umezawa's Jitte

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