Lands:
10 Island
10 Mountain
4 Forbidden Orchard
Creatures:
4 Hunted Phantasm
4 Varchild's War-riders
Other Spells:
4 Caltrops
4 Dingus Staff
4 Counterspell
4 Fire / Ice
4 Mana Leak
4 Arc Lightning
4 Pyroclasm |
 Sticks
and Survivors.
Description of deck by it's author
(quoted):
This deck uses Dingus Staff to punish a player
for having dying creatures. It will also punish you, so the deck runs
just eight guys. How do you ensure that your opponent will have
creatures die? Give away very fragile 1/1 token creatures, from
Varchild’s War-Riders, Hunted Phantasm, and Forbidden Orchard.
Once you have given away some tokens, drop a Caltrops
and they’ll not advance toward you. Then your unblockable Phantasm or
rampage trample War-Riders will get through. Your opponent can never
block and kill the War-Riders with just the tokens you give away. No
matter how many tokens jump in front, the War-Riders will always trample
for two damage and kill all of the blockers. . In fact, the War-Riders
are easily the best use of rampage in all of Magicdom. They would have
bee a marvelous time shift in Time Spiral.
It is such a cleverly designed card that a lot of
players have used the War-Riders in their decks over time. Combined with
removal effects like Tremor, the two-drop 3/4 creature is immune to
Lightning Bolt kill. Its trample defeats blockers from Drudge Skeletons
to Beloved Chaplain, and it’s so cheap you don’t care if you lose them
to removal. I’m confident that I am not the first player to attach the
War-Riders and Dingus Staff. Where I am giving you something different
is the addition of Blue to the deck, with Hunted Phantasm. It will swing
right past the five 1/1s you give your opponent, and like the
War-Riders, the Phantasm is a 4/6 unblockable for a really cheap cost at
three mana.
I made sure the deck had some removal, and its removal
is helpful because it can also take down multiple tokens when needed.
Sure, Fire/Ice is a good removal spell normally, but in this deck, it’s
downright essential. The same is true of cards like Pyroclasm and Arc
Lightning. You don’t want a Disenchant to your Caltrops to turn a
defensive army that can’t block into an offensive army that will kill
you. Pyroclasm is good in normal decks as great early removal. In this
deck, it’s even better. With a Dingus Staff out, Pyroclasm can end the
lives of players as well as small creatures, while keeping your
creatures safe.
Because of the fear I have that this deck would be
defeated by countermagic or removal, I tossed in eight counters. Don’t
counter a card unless it prevents you from winning. You only have eight,
and you don’t want to use them recklessly. I would have liked to have
slid in a little card drawing, but I ran out of room. If you can squeeze
it in, put a little Blue card drawing in your deck. Note that although
you own the survivor, goblin and spirit tokens, your opponent controls
them, thus the Staff triggers for them and they lose life.
If you really want to hose your opponent, try finding
room for Mogg Infestation. It will kill all of one player’s creatures
(triggering Dingus Staff) and then give that player double their
creature count in 1/1 goblin tokens, which can fall to your Pyroclasm
for serious damage. Someone with five creatures out would take thirty
damage from a Mogg Infestation followed by a Pyroclasm. This version of
the deck cold really hurt lifers.
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