Type II circa 1996: White Blitzing Winds

Spiderman

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From Deep Magic by Charles Wolfe and George Baxter, 1996, pp 146-148.

Changes to the Banned/Restricted Lists have been made since then.

"White Blitzing Winds is a small fast creature deck. The major difference between White Blitzing Winds and a normal fast creature deck is that the Winds does not slow down in the later game. The Land Tax alone helps to solve this problem. Most of the spells in the deck require only one or two mana. Since this is the case there is no reason to lay more unless you plan on casting an Armageddon. The Land Tax simply fishes out all of the land you don't want to draw in the later game. That means you will only be drawing spells.

The Land Tax is nice on its own, but when mixed with the Winds of Change and the Zuran Orb it is devastating. The Winds in conjunction with Land Taxes become personal Wheels of Fortune. They make it simple to quickly reproduce your creatures. Also the Winds can help get the one Lightning Bolt that would end the game.

The rest of the deck is simple. Many of the white creatures have first strike, which goes well with the Javelineers and Lightning Bolts. For example, a Tundra Wolf can kill a Vampire and survive if it has a Lightning Bolt to support its assault. The Javelineers are often unexpected and can aid in combat and creature removal.

The high concentration of Lightning Bolts and Swords to Plowshares can be used to clear the playing area for the White Winds' attacking creatures. The Armageddons are used when the Wind is working at an advantage over an opponent. The Howling Mines prevent slowdown and maintain a constant flow of creatures.

The one catch about the White Winds is that in most cases the Land Tax has to be used in order to make the red portion of the deck effective. An opponent could eliminate its ability to use its red spells by simply stripping out the mountains. Most opponents will not realize this until after they have been crushed.

The White Winds should have little or no problem against most decks with the exception of those that have a large amount of Gloom. In order to overcome this, you should simply sideboard in the Fireballs and Disintegrates to supplement creatures cast early on. The only other deck that might prove troublesome would be a burn deck. If a burn deck is encountered, the COP Reds should act as an efficient counter along with the Eye for an Eyes. Usually large Fireballs are cast late in the game after a burn deck has taken a good deal of damage from small creatures, making the Eye for an Eye very deadly."

White Blitzing Winds

Creatures

4 Savannah Lions
4 Tundra Wolves
4 Icatian Infantry
4 White Knights
4 Icatian Javelineers

Spells

3 Swords to Plowshares
2 Disenchants
3 Lightning Bolts
1 Zuran Orb
2 Armageddons
3 Land Taxes
3 Winds of Change
4 Crusades

Land/Mana

2 Mountains
14 Plains
3 Cities of Brass

Sideboard

2 Disenchants - anti-enchantment/artifacts
1 Swords to Plowshares - large creature decks/regeneration decks
1 Spirit Link
2 Fireballs - decks with Gloom
3 Disintegrates - decks with Gloom or numerous regenerators
1 Winter Orb - slow expensive decks
3 COP Reds - burn decks
2 Eye for an Eyes - burn decks/slow limited roads to victory decks
 
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