M
Master Shake
Guest
I am just going to list random ideas that I had.
Scent of Jasmine + Isochron Secpter
also, in the same deck, we can cram
Orim's Chant + Isochron Secpter
The deck goes a little something like:
20x Plains
4x Scent of Jasmine
4x Isochron Scepter
4x Wrath of God
4x Orims Chant
4x False Prophet
4x Test of Endurance
4x Disenchant
4x Abeyance
4x Enlightented Tutor
4x Swords to Plowshares
So, what the heck does it do
The idea behind the deck is simple: Annoy your oppenet to death
Of course, that is not always reliable, so we can devise some other way to win.
Scent of Jasmine
W - Instant
Reveal any number of white cards in your hand. You gain 2 life for each card revealed this way.
Hmmm... that looks like it could work well. I remember using it in my first WW deck, nothing like gaining 10 life on turn one. It is a nice way to start out the game. If only there was a way to keep... wait a second...
Isochron Scepter
2 - Artifact
Imprint -- When Isochron Scepter comes into play, you may remove an instant card with converted mana cost 2 or less in your hand from the game. (The removed card is imprinted on this artifact.)
2, T: You may copy the imprinted instant card and play the copy without paying its mana cost.
Wait a second... let me get this straight, I can keep using my Beloved Scent of Jasmine for ten or more life a turn? Awesome!
Wow... what else can I use with this?
Orim's Chant - Stop my oppenets from playing anything?
- Sure
Abeyance - Stop my oppenets from doing nasty things and I get to draw a card?
- No Problem
Disenchant - Whipe out my oppenets unfun Artifacts and Enchantments?
- Nifty
Swords to Plowshares - Rip whatever creatures my oppenets are hodling away from them?
- Yes!
Enlightented Tutor - Grab more scpeters and the card that I might as well win with?
- Right on.
So, now that we have established why half of the cards are in the deck, what about the rest.
Wrath of God - Do I really need to explain this?
False Prophet - He is basicly another Wrath of God, he is exchangeable, but... I like him.
Test of Endurance - So... when you are gaining... oh... 10 to 16 life per turn... what do you do with it all? Win with it, of course.
So really, what does the deck do?
Turn One: Plains, Go
Their Upkeep: Orim's Chant.
Turn Two: Plains, Scpeter, Imprint - Scent of Jasmine
Turn Three: Reveal X Cards Gain X*2 Life.
A Few Turns later: Test of Endurance
Your Next Turn: Taunt your oppenet
You know you wanted to win with Test of Endurance, and even better, a Common from UD that some guy in Michigan used when it first came out. This is your chance, build the deck!
Feel free to critique it.
Scent of Jasmine + Isochron Secpter
also, in the same deck, we can cram
Orim's Chant + Isochron Secpter
The deck goes a little something like:
20x Plains
4x Scent of Jasmine
4x Isochron Scepter
4x Wrath of God
4x Orims Chant
4x False Prophet
4x Test of Endurance
4x Disenchant
4x Abeyance
4x Enlightented Tutor
4x Swords to Plowshares
So, what the heck does it do
The idea behind the deck is simple: Annoy your oppenet to death
Of course, that is not always reliable, so we can devise some other way to win.
Scent of Jasmine
W - Instant
Reveal any number of white cards in your hand. You gain 2 life for each card revealed this way.
Hmmm... that looks like it could work well. I remember using it in my first WW deck, nothing like gaining 10 life on turn one. It is a nice way to start out the game. If only there was a way to keep... wait a second...
Isochron Scepter
2 - Artifact
Imprint -- When Isochron Scepter comes into play, you may remove an instant card with converted mana cost 2 or less in your hand from the game. (The removed card is imprinted on this artifact.)
2, T: You may copy the imprinted instant card and play the copy without paying its mana cost.
Wait a second... let me get this straight, I can keep using my Beloved Scent of Jasmine for ten or more life a turn? Awesome!
Wow... what else can I use with this?
Orim's Chant - Stop my oppenets from playing anything?
- Sure
Abeyance - Stop my oppenets from doing nasty things and I get to draw a card?
- No Problem
Disenchant - Whipe out my oppenets unfun Artifacts and Enchantments?
- Nifty
Swords to Plowshares - Rip whatever creatures my oppenets are hodling away from them?
- Yes!
Enlightented Tutor - Grab more scpeters and the card that I might as well win with?
- Right on.
So, now that we have established why half of the cards are in the deck, what about the rest.
Wrath of God - Do I really need to explain this?
False Prophet - He is basicly another Wrath of God, he is exchangeable, but... I like him.
Test of Endurance - So... when you are gaining... oh... 10 to 16 life per turn... what do you do with it all? Win with it, of course.
So really, what does the deck do?
Turn One: Plains, Go
Their Upkeep: Orim's Chant.
Turn Two: Plains, Scpeter, Imprint - Scent of Jasmine
Turn Three: Reveal X Cards Gain X*2 Life.
A Few Turns later: Test of Endurance
Your Next Turn: Taunt your oppenet
You know you wanted to win with Test of Endurance, and even better, a Common from UD that some guy in Michigan used when it first came out. This is your chance, build the deck!
Feel free to critique it.