Eventide Pre-Con Decks-My Take Part Two

Good Morn­ing Everyone.

It’s only taken me three hours of my Sun­day morn­ing ( and yes I did start a bit later than I had intended to, but I just can’t seem to get out of bed before seven or eight am on a Sun­day ) to get this sec­ond part done for you so please take this all in and enjoy okay.

Life Drain — A Black/White Mana Deck

The premise of this deck is deal­ing dam­age to your oppo­nent while gain­ing life thru life­link, and also from being able to drain life from your opponent.

Impor­tant Cards in this deck;

Vora­cious Hatch­ling- a four mana drop uncom­mon with life link

Soul Snuffers- another four mana drop uncom­mon that when it comes into play, deliv­ers a –1/-1 counter on each crea­ture on the board. Nice card to play if your play­ing with a few friends, and there are sev­eral small crea­tures on the board.

Resplen­dent Men­tor- a five mana drop uncom­mon. This card is more of a mid game( one on one play)card. It gives all your white crea­tures the tap abil­ity to earn you 1 life.

Suture Spirit- a two mana drop card that will let you regen­er­ate one of your creatures

Flick­er­wwisp- a three mana drop card. A 3/1 flyer, that when it comes into play removes another tar­get per­ma­nent from the game(preferably, your opponent’s) and returns the removed card at the end of your turn. This could be a game breaker card depend­ing on when it’s brought into play.

Syphon Life- a three mana drop sor­cery, that allows you to tar­get a player, have that player lose two life and you gain­ing two life.

Two uncom­mons to help pre­vent dam­age to your life total are…

Batwing Brume- a two mana drop instant that can pre­vent all com­bat dam­age, with options.

Endure- a five mana drop instant that will pre­vent all com­bat damage.

Rare Cards

Archon of Jus­tice- a five mana drop fly­ing crea­ture card that when it hits the grave­yard, is able to remove a tar­get per­ma­nent from the game.

Divin­ity of Pride- a five mana drop, 4/4 flyer with life­link. But if you can get 25 life, Divin­ity of Pride gets an addi­tional +4/+4, which would make it an 8/8 flyer with life­link, and this deck is built around this premise to get you to 25 life and hope­fully keep you there.

Super­abun­dance- A Blue/Green Mana Deck that gives you supe­rior card draw­ing ability.

Impor­tant Cards–In this deck, my choices for impor­tant cards are mostly Com­mons and one Uncommon;

Graz­ing Kelpie- a four mana drop crea­ture card. If you sac this crea­ture, you can put tar­get card from a grave­yard on the bot­tom of owner’s library. This card also has per­sist, which if the card went into the grave­yard from play with no –1/-1 coun­ters on it, you can return it to play with a –1/-1 counter on it.

Drowner Ini­ti­ate- a a one drop blue crea­ture, with the abil­ity to have a tar­get player toss two cards from of his or her library for just one col­or­less mana. I’d have four of these cards just for the annoy­ance factor.

Shore­crasher Mimic- a two mana drop crea­ture card that can become a 5/3 with tram­ple till the end of your turn, just for play­ing a spell that hap­pens to be both blue and green.

Here’s a decent combo to play from this deck, with three commons…

  • Slip­pery Bogle– a one mana drop crea­ture that reads ” can’t be the tar­get of spells or abil­i­ties your oppo­nents control. ”
  • Mer­row Lev­i­ta­tor– a four mana drop crea­ture with the tap abil­ity. Tap this crea­ture and another tar­get crea­ture gains fly­ing till end of turn, and if you play a blue spell, you can untap Mer­row Levitator.
  • Mon­strify– a four mana drop sor­cery that pumps up a tar­get crea­ture with +4/+4 until end of turn. Mon­strify also has the retrace abil­ity that allows you to play it from your grave­yard by dis­card­ing a land card.

So asum­ming that you already have Slip­pery Bogle and Mer­row Lev­i­ta­tor in play, tap the Mer­row Lev­i­ta­tor to give the Bogle fly­ing, than play the Mon­strify on the Bogle to give it the +4/+4 till the end of turn and now you have your­self a 5/5 flyer to do some dam­age to your oppo­nent, I’m sure that he or she will be just thrilled with you.

Rare Cards

Fable of Wolf and Owl- a six mana drop enchant­ment card. When­ever you play a green spell, you can put a 2/2 green wolf crea­ture token into play. When you play a blue spell, you can put a 1/1 blue bird token into play

Spit­ting Image- another six mana drop card that is a sor­cery. This card lets you pur a token into play that is a copy of a tar­get crea­ture. This sor­cery also has the Retrace abil­ity, allow­ing you to play it from your graveyard.

Side Step- is a Blue/ Red Mana Deck that works against your oppo­nent by first being decep­tivly aggres­sive due to crea­tures that for one rea­son or another can­not be stopped, and by tak­ing con­trol of your opponent’s crea­tures and hav­ing them work for you.

Impor­tant cards

Clout of the Domi­nus- a one mana drop enchant­ment com­mon, that will let you give the shroud abil­ity and a +1/+1 to a blue crea­ture and +1/+1 and haste to a red crea­ture. Have a red/blue crea­ture on the board that you just played, here’s the enchant­ment for you.

Jaws of Stone- a six mana drop sor­cery that lets you deal dam­age to an opponent(s) and or tar­get crea­tures divided equally where x is the num­ber of moun­tains you control.

Nucklavee- a six mana drop beast crea­ture that when it come into play will alloow you to return a tar­get sor­cery card from your grave­yard to your hand and also lets you return a blue instant to your hand from your graveyard.

Unwill­ing Recruit- is a x & three mana drop mana sor­cery, that will allow you to take con­trol of a tar­get crea­ture and for x mana extra that you paid, will give this crea­ture +x/+0 till end of your turn, and this crea­ture gains haste and is untapped till end of your turn also.That’s right, take con­trol of that big, pumped up flyer, that just did some heavy dam­age to you just a moment ago and return the favor!

Out­rage Shaman- is a five mana drop crea­ture with the Chroma abil­ity. When the Out­rage Shaman comes into play, the chroma abil­ity will look for the red mana sym­bol among all per­ma­nents you con­trol and deal that amount of dam­age to a tar­get crea­ture. Depend­ing on when this card is played, it could be a game breaker.

Rare Cards

Mind­wrack Liege- a six mana drop crea­ture. When it comes into play other red and blue crea­tures you con­trol will get a +1/+1, and it also will let you pay four red and or blue mana to play any red or blue crea­ture from your hand.

Domi­nus of Fealty- a five mana drop crea­ture with fly­ing, that at the begin­ning of your upkeep step will allow you to gain con­trol of a tar­get per­ma­nent untill end of turn, allow you to untap it and said per­ma­nent will gain haste till end of your turn. I’d give this card haste also if I were some­how able to, as it is a 4/4 flyer.

Bat­tle Blitz is a White/Red Mana Deck– that is really a mixed bag of tricks, with what looks at first like an aver­age white/red wen­nie deck but also adds the untap sym­bol to cer­tain cea­tures to let them be un tapped after they have already attacked to do some more dam­age, just in a dif­fer­ent fashion.

Impor­tant Cards

Bal­ly­nock Cohort- a three mana drop crea­ture with first strike, and it gets +1/+1 if you con­trol another white crea­ture. Four of these crea­tures in my deck please.

Bat­tle­gate Mimic- a two mana drop crea­ture that can become a 4/2 when­ever you play a spell that is both red and white, oh and did I men­tion that it also gains first strike till end of turn?

Scourge of the Nobilis- a three mana drop enchant­ment. Enchant a crea­ture. If the crea­ture is red, get a +1/+1 and has pay one red or white mana and it also gets an addi­tional +1/+0. If the enchanted crea­ture is white, it gets a +1/+1 and gains lifelink.

Duer­gar Mine Cap­tain- a three mana drop crea­ture card witgh the untap sym­bol. Untap the catain by pay­ing two mana and all attack­ing crea­tures get a +1/+0 until end of turn.

Rare Cards

Bale­fire Liege- is a five mana drop crea­ture that does sev­eral things for you. It will other red and white crea­tures a +1/+1, when you play a red spell, it will deal three dam­age to tar­get player, and last but cer­tainly not least…when you play a white spell, you gain three life. This is a good card in either multi play or one on one play.

Hate­flayer- is a seven mana drop crea­ture ele­men­tal, with the wither abil­ity, deal­ing dam­age by way of –1/-1 coun­ters. It also has the untap sym­bol, so when you untap the hate­flayer, it will deal an addi­tional five dam­age to tar­get crea­ture or player by pay­ing three mana. Another four of these cards in my deck please.

Death March- is a Black/Green mana deck– is built around bring­ing crea­tures back from your grave­yard ( grave­yard crea­ture recur­sion ) and also deliv­ers a pretty nice combo too.

impor­tant cards– I just want to say that there are sev­eral more good cards in this deck but I wanted to stick to fea­tur­ing seven cards in total so…

Can­tan­ker­ous Thirst- is a four mana drop instant that if you played black mana to play the instant will deliver –3/-3 to a tar­get crea­ture till end of turn, and if green mana was used, will give another tar­get crea­ture +3/+3. The idea here being to pay for the thirst with green and black mana, but I’m sure you had fig­ured this out already.

Hag Hedge Mage- is a three mana drop crea­ture. When the hag come intom play, if you con­trol two or more swamps, you can have tar­get player dis­card a card, and if you hap­pen to con­trol two or more forests, you may put tar­get card from your grave­yard on top of your library.

And here’s that combo I men­tioned earliar…

Rend­claw Trow and Quill­spike

  • Rend­claw Trow is a three mana drop crea­ture that does dam­age by the wither abil­ity, deliv­er­ing –1/-1 coun­ters to a blocker, and it also has the per­sist abil­ity, let­ting it come back into play from the grave­yard if it had no –1/-1 coun­ters on it when it hit the grave­yard from play.
  • Quill­spike- is a three mana drop beast crea­ture that for a one mana cost pay­ment, will allow you to remove a –1/-1 counter from a crea­ture that you con­trol, and it gains a +3/+3 till the end of turn for each –1/-1 you remove from a creature

The trow comes back to play with a –1/-1 counter and the quill­spike removes the counter from the trow and gets the +3/+3. Bring a cou­ple of trows back, and just pump up the quillspike!

Rare Cards

Creak­wood Liege- is a four mana drop crea­ture that deliv­ers +1/+1’s to your green and black crea­tures, and will let you put into play at the begin­ning of your upkeep a black/green 1/1 worm token.

Doom­gape- is a seven mana drop crea­ture ele­men­tal that is a dom­i­nat­ing 10/10 with tram­ple, and will let you gain life equal to the tough­ness of a crea­ture, when you sac a crea­ture at the begin­ning of your upkeep.

Okay, this is the end of part two and part three will deal with how the decks play and what my favorite deck of the five is and just remem­ber that patience is a virtue, and this last post will def­i­nitely take some time to get done, thus the afore­men­tioned patience reference.

Share this post: Share this post with the world.
  • TimesURL
  • Gatorpeeps
  • Muti
  • Twitter
  • Posterous
  • Facebook
  • laaik.it
  • Share/Bookmark

1 Comment on “Eventide Pre-Con Decks-My Take Part Two”

[…] Fan­boy 50 Blog Archive Even­tide Pre Con Decks My Take Part Two Posted by root 16 min­utes ago (http://fln50.com) Sep­tem­ber 28 2008 jump to com­ment form good morn­ing every­one all rights reserved site pow­ered by word­press design by eweb­scapes Dis­cuss  |  Bury |  News | Fan­boy 50 Blog Archive Even­tide Pre Con Decks My Take Part Two […]

Leave a comment

You must be logged in to post a comment.

My Zimbio
Top Stories