Tribal decks on CPA

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Limited

Guest
I thought it'd be fun if we post our tribal decks here.

Limited's Insects Game 2a said:
Creatures (24)
3x Bane of the Living
4x Broodhatch Nantuko
2x Gigapede
4x Nantuko Vigilante
4x Phantom Nantuko
4x Saber Ants
3x Tribal Forcemage
Spells (12)
3x Broken Fall
3x Eradicate
3x Evincar's Justice
3x Malevolent Awakening
Lands (24)
14x Forest
10x Swamp
 
L

Limited

Guest
My deck from Game 3: Plants!

Limited's Plants Game 3 said:
Creatures (28)
1x Brawn
1x Filth
2x Genesis
4x Shambling Shell
4x Sprouting Phytahydra
4x Utopia Tree
4x Vinelasher Kudzu
4x Vulturous Zombie
4x Woodwraith Strangler
Spells (8)
4x Kodama's Reach
4x Putrefy
Lands (24)
9x Forest
4x Golgari Rot Farm
3x Svogthos, the Restless Tomb
8x Swamp
 
L

Limited

Guest
I'm not sure if I remember this deck correctly.. but it shouldn't be too far of the mark

Limited's Barbarians Game 2b said:
Creatures (23)
2x Balthor the Stout
4x Barbarian Bully
3x Hell-Bent Raider
1x Jeska, Warrior Adept
1x Kamahl, Pit Fighter
3x Pardic Arsonist
3x Pardic Collaborator
3x Possessec Barbarian
3x Undead Gladiator
Spels (13)
4x Fiery Temper
3x Gratuitous Violence
2x Pulverize
3x Reaping the Graves
1x Violent Eruption
Lands (24)
12x Mountain
4x Rocky Tar Pit
4x Sulfurous Springs
4x Swamp
 

Spiderman

Administrator
Staff member
Deck from Games 1 and 2a: Cats!

1 Enlightened Tutor
1 Kor Haven
1 Strip Mine
1 Leonin Scimitar
3 Disenchant
1 Sensei's Divining Top
1 Sol Ring
1 Glorious Anthem
15 Plains
2 Quicksand
3 Wasteland
2 Umezawa's Jitte
1 Ivory Tower
1 Land Tax
1 Second Sunrise
1 Wrath of God
4 Swords to Plowshares
1 Raksha Golden Cub
2 Taj-Nar Swordsmith
2 Leonin Abunas
1 Skyhunter Patrol
1 Skyhunter Prowler
1 Skyhunter Cub
2 Leonin Squire
2 Leonin Skyhunter
2 Leonin Shikari
2 Leonin Den-Guard
3 Leonin Elder
1 Jareth, Leonine Titan
1 Worship
Tag Guard
 

Spiderman

Administrator
Staff member
Deck from Game 2b: Bringers!
4 Birds of Paradise
4 Sakura-Tribe Elder
2 Rampant Growth
1 Terminate
1 Damping Matrix
3 Pernicious Deed
3 Mistform Ultimus
1 Exile into Darkness
1 Duplicant
1 Mindslaver
3 Bringer of the Black Dawn
4 Bringer of the Blue Dawn
4 Bringer of the Green Dawn
4 Bringer of the Red Dawn
2 Bringer of the White Dawn
3 Llanowar Wastes
3 Karplusan Forest
2 Mossfire Valley
2 Shadowblood Ridge
1 Polluted Delta
1 Windswept Heath
1 Wooded Foothills
1 Yavimaya Coast
1 Brushland
1 Forest
1 Mountain
1 Plains
1 Island
1 Swamp
1 Miren, the Moaning Well
1 Contested Cliffs
Tag Guard
 

Spiderman

Administrator
Staff member
Deck from Game 3: Spiders!
3 Lightning Bolt
3 Pyroclasm
1 Overrun
1 Fireball
1 Desert Twister
1 Mana Vault
1 Sol Ring
1 Hurricane
3 Gaea's Blessing
2 Naturalize
1 Tangle Spider
2 Woolly Spider
1 Spitting Spider
2 Silklash Spider
1 Root Spider
2 Rib Cage Spider
1 Plated Spider
1 Pincer Spider
1 Goliath Spider
3 Giant Trap Door Spider
3 Canopy Spider
1 Arachnoid
1 Ancient Spider
2 Dust Bowl
1 Strip Mine
4 Taiga
4 Wooded Foothills
5 Mountain
7 Forest
Tag Guard
 
M

mythosx

Guest
nice decks... i'll find time to post my sliver deck tonight and in a few weeks the new incarnation of the deck since i will be including post mirrodin cards since time spiral is now adding new slivers.
 
D

DarthFerret

Guest
My previous Tribal Deck (Soldiers)

4 Kjeldoran Outposts
4 Daru Encampment
4 Serra's Blessing
4 Mobilization
4 Knighthood
18 Plains
4 Gustcloak Savior
1 Lieutenant Kirtar
4 Cloudreach Calvary
4 Kjeldoran Skyknight
4 Kjeldoran Skycaptain
4 Dive Bomber
1 Commander Eesha

Tag Guard
 
T

train

Guest
4 Kjeldoran Outposts
4 White Knights
4 Faith's Fetters
4 Silver Knights
4 Paladin En-Vec
4 Scars of the Veteran
18 Plains
4 Order of the White Shield
2 Wing Shards
4 swords
3 Disenchants
3 Reverse Damage
2 Wraths
2 Feldon's Cane
 

Spiderman

Administrator
Staff member
You weren't in our tribal games yet, were you train? This for the decks that played in the past games, just to see what we faced...
 
T

train

Guest
oops...

I read through it quickly, and thought we were listing decks we had that were tribal - guess I won't list the others...
 
T

train

Guest
Yeah - I've got this really cool tribal deck...

The creature type is "Toolbox..." :p
 

Mooseman

Isengar Tussle
Druid Tribal Deck used in Tribal 4....
19 Forest
3 Diligent Farmhand
3 Werebear
3 Seton's Scout
2 Elvish Pioneer
2 Yavimaya Elder
2 Hermit Druid
2 Nullmage Advocate
2 Genesis
2 Kamahl, Fist of Krosa
2 Thriss, Nantuko Primus
2 Seton, Krosan Protector
2 Muscle Burst
2 Crop Rotation
2 Alpha Status
2 Rancor
2 Gaea's Cradle
1 Llanowar Elves
1 Nantuko Blightcutter
1 Constant Mists
1 Skyshroud Claim
1 Mortal Wound
1 Reclaim
 

Oversoul

The Tentacled One
In the first tribal game, I used a green deck with walls as the tribe. The goal was to play a defensive game and lock everyone else down with Smokestack. I had also built a black deck with walls that used Pestilence to inflict damage, but I foolishly went with the slower green deck (and foolishly cut my Hurricanes at the last minute). I forget why. My deck accomplished virtually nothing and survived to be killed last by default: everyone else was more dangerous. I believe this was the incarnation I used in the actual game, but it might have been slightly different...

Lands:
20 Forest
1 Strip Mine

Support junk:
1 Regrowth
2 Elvish Spirit Guide
2 Gaea's Blessing

Lockdown components:
2 Abundance
4 Sylvan Library
4 Rancor
4 Smokestack

Defense:
Wall of Brambles
Vine Trellis
Carnivorous Plant
Wall of Roots
Wall of Blossoms

For the next game, I decided lockdowns sucked and didn't really protect me from fast beatdown. The only solution was to gain infinite life. Despite a multitude of errors on my part, this deck managed to pull off a win...

Lands:
19 Plains
4 Starlit Sanctum

Disruptive stuff:
1 Balance
4 Disenchant
4 Swords to Plowshares

Miscellaneous combo components:
4 Lightning Greaves
3 Worthy Cause
1 Serra Avatar

Clerics:
4 Auriok Champion
4 Mother of Runes
4 Shaman en-Kor
4 Soul Warden
4 Daru Spiritualist

Confident in my own superiority over the lot of you, I decided I'd build some crazy deck that would use Skullclamp to run through itself and get infinite creatures within the first few turns. It would be invincible. Except I totally had delusions of grandeur and took forever to draw into any white mana. By the time I got my combo, there was bound to be a response to it (and some "cut it out with the infinite combos, Oversoul" comments too). Specifically, a Pernicious Deed was my undoing...

Lands:
10 Plains
6 Forest

Soldiers:
4 Alaborn Zealot
4 Alaborn Musketeer
4 Veteran Explorer
3 Auriok Steelshaper
3 Intrepid Hero
2 Jungle Patrol

Token cavalcade:
4 Isochron Scepter
4 Raise the Alarm

Instant win:
4 Skullclamp

Cheezy infinite combo:
4 Overgrowth
4 Earthcraft
4 Mobilization

This game taught me that the "Mistform Ultimus" card could be used to fill slots for my tribe. I'd wanted to build a Chimera deck from the start, because Chimeras rule. With Mistform Ultimus, I could fill the 20-card quota for the tribe. I built a deck to exploit the nature of multiplayer to make my chimeras huge. But with Lifeline out, I'd want to be sure to draw into Tin-Wing for flying (to defend against flyers), and Lead-Belly for trample (obviously). I thought the deck's card-drawing power would be enough. But it wasn't. In retrospect, this deck was really sort of unreliable (I could have traded some of its speed for reliability), but you never know until you try...

Lands:
1 Minamo, School at Water's Edge
1 Tolarian Academy
2 City of Traitors
2 Crystal Vein
4 Underground Sea
4 Watery Grave
11 Island

More mana so that I can get my combo and die:
1 Mana Vault
1 Grim Monolith
1 Sol Ring
1 Lotus Petal
4 Dark Ritual

I don't want to be decked:
2 Reminisce

Lifeline and Lifeline-fetching:
4 Lifeline
1 Tinker

Chimeras:
4 Mistform Ultimus
4 Lead-Belly Chimera
4 Iron Heart Chimera
4 Tin-Wing Chimera
4 Brass Talon Chimera

I had failed yet again. Since there was now a rule that tribes could not be repeated, I decided to grab wizards before anyone else did. My initial idea was to use the Aphetto Alchemist/Mesmeric Orb combo that the CPA had talked about a while back. But I deemed it not broken enough. So I built this deck, which mainly relied on Arcanis and Mind over Matter being game-winners once they were played. The idea was to win fifth or sixth turn, preferably with both of those bombs on the table. But I'd settle for less. Well, I never drew Arcanis or anything that could get him into my hand. I mostly just drew a ton of Islands. I should probably have built the deck to function better up until it got its combo, but I still think it gave me abnormally crappy draws...

Manabase:
21 Island
4 Saprazzan Skerry
1 Sol Ring
2 Chrome Mox

Recycling:
3 Reminisce

Card-drawing:
1 Frantic Search
4 Curiosity

Six mana to win the game (except when you only draw Islands):
4 Mind over Matter

Wizards:
4 Zuran Spellcaster
4 Suq'Ata Firewalker
4 Prodigal Sorcerer
4 Hapless Researcher
1 Daring Apprentice
3 Arcanis, the Omnipotent
 

Spiderman

Administrator
Staff member
Why're you guys posting your Tribal 4 decks when the game isn't over (or more specifically, when you haven't died yet)? :confused:
 

Mooseman

Isengar Tussle
Spiderman said:
Why're you guys posting your Tribal 4 decks when the game isn't over (or more specifically, when you haven't died yet)? :confused:
I actually thought the game was over..... oh well.
 

Oversoul

The Tentacled One
I already said I lost. Unless Limited went crazy and decided to let me have more time, there'd be no possible way for me to win.
 
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