G
Gerode
Guest
Shadow, IMHO, is the best creature cycle-ability. This is one of my oldest decks, and to fit the Shadow theme, it is completely Rath Cycle. Without any opposing creature removal, this deck can kill consistently by turn 6, dealing over 10-15 unblockable damage per turn afterwards. Despite a weak defense, the shadow offense can outrace most casual decks, and has 8 creature removal spells to slow your opponents down.
Shadows of Pain
23 Creatures
2x Dauthi Ghoul
4x Dauthi Marauder
4x Dauthi Warlord
Gets very big, very fast.
3x Wall of Souls
Very effective. Usually speeds up my opponent's death.
4x Soltari Champion
Glorious Anthem in Rath Cycle.
4x Soltari Foot Soldier
1x Soltari Visionary
1x Wall of Essence
Wall of Souls is better, but life never hurts.
16 Spells
2x Dark Banishing
4x Death Stroke
2x Diabolic Edict
This deck can't handle more than one or two attackers at a time. Gotta have removal.
1x Disturbed Burial
Your hand gets depleted after several turns.
1x Hatred
New addition to this deck; I don't think I've ever casted it. My group's Magic Asskicker-In-Chief recommended this.
1x Scare Tactics
1x Allay
1x Disenchant
3x Hero's Resolve
No more fatties trampling over your walls, or no more Fire Mages Shocking your interdimensional friends.
21 Lands
11x Swamp
10x Plains
One characteristic that makes this deck interesting is a sort-of psychological advantage. Because only the Dauthi Marauders have their power marked above 2, the shadow army may appear smaller than it actually is. The effects of Dauthi Warlords and Sotari Champs sometimes go unnoticed until the damage-dealing phase.
This deck is possibly my best dueling deck, but its effectiveness declines with the number of players. There's always someone who doesn't like shadow, or who gets a God Hand, or likes to swarm the person with one defender. And because this deck often plays like goldfish with a turn limit, it is easy to tell the outcome of the game early on when playing against certain decks.
Shadows of Pain
23 Creatures
2x Dauthi Ghoul
4x Dauthi Marauder
4x Dauthi Warlord
Gets very big, very fast.
3x Wall of Souls
Very effective. Usually speeds up my opponent's death.
4x Soltari Champion
Glorious Anthem in Rath Cycle.
4x Soltari Foot Soldier
1x Soltari Visionary
1x Wall of Essence
Wall of Souls is better, but life never hurts.
16 Spells
2x Dark Banishing
4x Death Stroke
2x Diabolic Edict
This deck can't handle more than one or two attackers at a time. Gotta have removal.
1x Disturbed Burial
Your hand gets depleted after several turns.
1x Hatred
New addition to this deck; I don't think I've ever casted it. My group's Magic Asskicker-In-Chief recommended this.
1x Scare Tactics
1x Allay
1x Disenchant
3x Hero's Resolve
No more fatties trampling over your walls, or no more Fire Mages Shocking your interdimensional friends.
21 Lands
11x Swamp
10x Plains
One characteristic that makes this deck interesting is a sort-of psychological advantage. Because only the Dauthi Marauders have their power marked above 2, the shadow army may appear smaller than it actually is. The effects of Dauthi Warlords and Sotari Champs sometimes go unnoticed until the damage-dealing phase.
This deck is possibly my best dueling deck, but its effectiveness declines with the number of players. There's always someone who doesn't like shadow, or who gets a God Hand, or likes to swarm the person with one defender. And because this deck often plays like goldfish with a turn limit, it is easy to tell the outcome of the game early on when playing against certain decks.