Lands:
4 Crumbling Necropolis
3 Island
6 Mountain
8 Swamp
4 Terramorphic Expanse
Creatures:
4 Goblin Deathraiders
4 Hypnotic Specter
4 Ravenous Rats
4 Sedraxis Specter
3 Sygg, River Cutthroat
Other Spells:
4 Blightning
1 Flame Javelin
4 Incinerate
4 Puncture Blast
3 Sigil of Distinction |
  Specter
Discard.
Description of deck by its author
(quoted):
I love Sedraxis Specter to such an extent that
many may find it disconcerting. I want to build an aggressive deck with
a good helping of disruption. I'll probably need to play a good deal of
lands that come into play tapped so I don't think I can afford to play
any creatures that cost one mana.
Two-Drops
Ravenous Rats: A classic. Ravenous Rats may not seem aggressive,
but they accomplish our goal of being disruptive and providing a threat.
I could see some of these making the cut.
Goblin Deathraiders: A 3-power creature for two mana can be incredibly
dangerous. The fact that it's black and can't be Terrored makes it even
better. I'm probably going to run a few Sigil of Distinction in the
final list, and the trample on these wacky bumpkins makes them an
excellent target for the bomb equipment.
Sygg, River Cutthroat: Sygg will probably result in a lot of extra cards
when playing a deck like this. He's extremely inexpensive right now and
seems like a great choice. Our deck will probably play a lot of burn
that Sygg can cantrip through. The synergy between this card and
Sedraxis Specter is really absurd. Unearth, hit you for 3, you discard
and I draw.
Three-Drops
Sedraxis Specter: Probably the biggest reason I want to build this
deck. This card is extremely powerful and has the capability to win a
game all by itself if it goes unchecked.
Hypnotic Specter: I recently checked the prices of these and was
pleasantly surprised. Having eight cards with this type of effect
increases the consistency and potency of the overall strategy.
Removal
Generally speaking, I like my removal to double as reach (that's
the ability to deal the last few points of damage). I'm not a big fan of
removal spells that can't go to the dome when they need to.
Incinerate: Obviously incredible; a very strong removal spell that
doubles as a powerful reach spell. It also triggers our Sygg.
Puncture Blast: Incinerate #5-8. Puncture Blast is also very strong
against cards like Kitchen Finks or Chameleon Colossus.
Flame Javelin: This will usually cost four mana to play. However, I'm
not going to complain about paying a little bit extra for a burn spell
this effective.
Support
Blightning: When I first saw this card I got chills. The power level
of Blightning is really absurd. It wins a lot of games by itself, and it
fits with the decks goals.
Sigil of Distinction: This card acts as a Fireball. When playing with
decks that have a really strong early game I like having cards I can
just dump all my mana into.
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