1 Goblin Sharpshooter
1 Iron Myr
1 Leaden Myr
3 Nettling Imp
3 Norritt
4 Silent Arbiter
1 Silver Myr
2 Varchild's War-Riders
4 Zuran Spellcaster
2 Bullwhip
2 Ensnaring Bridge
2 Icy Manipulator
2 Leonin Bola
2 Talisman of Dominance
2 Talisman of Indulgence
4 Total War
2 Mirrodin's Core
2 Salt Marsh
4 Island
4 Mountain
2 Swamp
4 Sulfurous Springs
4 Underground River
2 Urborg Volcano |
  The
Imps of War.
Description of deck by it's author
(quoted):
Parts of this deck have existed for years, and some elements even predate Ice Age. Back in Alpha, pairing Icy Manipulator with Nettling Imp was almost as good a way to ice a creature as pairing it with Royal Assassin. Force your opponent's creature to attack, then tap it so it couldn't attack. It would die of shame at the end of the turn. Ice Age reintroduced Icy and gave us a new Nettling Imp—one that could untap Zuran Spellcaster if it had nothing better to do.
Ice Age also gave us Total War. This red enchantment basically said that if any of your creatures attacked, all the rest of them were automatically Nettled: They better attack too, or they'll croak. That could combo with either pesky Imp to force all of your opponent's creatures to attack… which doesn't necessarily help you. Enter Silent Arbiter. (You could also use Dueling Grounds, but if you're going to go 5-color, I can think of better plans.) Norritt forces one of your opponent's creatures to foolishly charge into battle. The Arbiter forbids the rest of his creatures to attack as well. (Trust me. Or at least trust Rule 500.2.) Then Total War kills the rest of his creatures. Talk about crowd control. Note that these two combos don't work together; you have method A for destroying one creature and method B for destroying all but one creature. If you have Total War, Norrittize something, then tap that something, your opponent is off the hook for that combat phase… though you still take out whatever you poked with Norritt.
Varchild's War-Riders are in the deck to make sure your opponent has some creatures you can send to their doom this way. Also, giving him some 1/1 tokens makes the Total War combo much better than if he would otherwise only have, say, a horde of 6/6 creatures. And the War-Riders and the Arbiter are good buddies. There are various alternates and redundancies built into the deck; you can try to build it with whichever pieces you have. Its main weakness is that almost all of its creatures are tiny. Earthquake is not your friend. Pyroclasm is not your friend. Tremor stole your girlfriend and ran over your dog.
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