3 Blind Creeper
4 Ogre Recluse
4 Ogre Marauder
4 Bloodthirsty Ogre
4 Drooling Ogre
3 Yukora, the Prisoner
4 Scourge of Numai
4 Talisman of Indulgence
2 Eradicate
4 Pyrite Spellbomb
2 Mark of the Oni
9 Mountain
13 Swamp |
 Oni-Potent.
Description of deck by it's author
(quoted):
Tips on Playing the Deck
If you have a Talisman, sometimes it is better to go for the turn three 4
casting cost Demon, then drop a 3 mana guy along with a 2 mana guy the
turn after. It is pretty good even if you have to suck up 2 points from
the Scourge.
Remember that when you have the Prisoner, it is perfectly fine to play a
bunch of Ogres since he won't harm them.
Keep the Pyrite Spellbombs and spare Talismans in your hand when they
aren't otherwise needed, since they will be useful in stealing back your
Drooling Ogres if they manage to get away.
Try to force your opponent into 2-for-1 trades on blocking. This is often
the only reasonable solution they will have to your fatties.
Keep plugging away. Although it might take a while, your enormous men will
wear them down!
Don't over commit. There is usually no reason to play all your fatties
out. Keep one or two in your hand when possible in case they have a mass
removal spell.
Attack before casting your spells due to the tapping ability of Ogre
Recluse.
Adding Money to the Deck
Chrome Mox has never been so needed by a deck other than White Weenie. If
you are looking for acceleration in black, your options are limited. Even
though your guys are plenty efficient on the turn they come out, they are
always better a turn earlier! If you want more late game guys, Kokusho is
always a likely candidate, and Cranial Extraction can always come in from
the sideboard to help in certain annoying matchups. Shizo, Death's
Storehouse and Shinka, the Bloodsoaked Keep can easily slip in and help
with Yukora.
Overall, this deck is straightforward and lets you play
a game of Magic without thinking too much about complicated decisions.
Just smash. Smash again. Play a demon. Eat a soul. It's all good here. |
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