All The following decks are now outdated, some older then others they are left just as lists little or no commentary. However some of the ideas behind them of course hold true. Any questions or comments about them, just drop e-mail

Post Mirage and restrictions, pre-Visions

4 Nettletooth Djinns
4 Erhnam Djinns
2 Sengir Vampires
4 Hypnotic Specters
4 Black Knights
2 Greed
4 Birds of Paradise
4 Dark Ritual
2 Contagion
4 Swords to Plowshare
3 Disenchant
1 Bone Harvest
2 Spirit Link
4 Grassland
2 Plains
4 Forests
2 City of Brass
8 Swamps


3 Winter Orb
4 Contagion
2 Bad Moons
4 Black Knight
4 Skulking Ghost
2 Ankh of Mishra
4 Hypnotic Specters
4 Erg Raiders
2 Charcoal Diamonds
3 Nether Shadows
1 Bone Harvest
4 Dark Rituals
1 Cadaverous Knight
4 Paralyze
4 Mishra's Factories
14 Swamps

4 Stupors
1 Dark Banishing
1 Sol Kanar the Swamp King
4 Frenetic Efreet
4 Lightning Bolt
4 Shadow Guildmage
1 Incinerate
1 Pyrokinesis
4 Wildfire Emmisarys
3 Pillage
2 Hammer of Bogardan
4 Sol Grail
3 Thawing Glacier
1 Fireball
1 Kaervecks Purge
2 Reckless Embermage


4 Stupors
4 Skulking Ghosts
2 Shadow Guildmage
4 Control Magic
4 Swords to Plowshares
2 Dissipate
3 Mahamoti Djinns
4 Savannah Lions
3 Hazerider Drake
3 Disenchant
2 Thawing Glaciers
1 Sky Diamond
2 Charcoal Diamond
2 Marble Diamond
3 Bad Rivers
3 Flood Plains
5 Islands
2 City of Brass
4 Swamps
4 Plains

1 Fireball
4 Savannah Lion
4 Frenetic Efreet
2 Spirit Link
1 Emberwilde Caliph
4 Control Magic
3 Swords to Plowshare
4 Lightning Bolts
2 Hazerider Drakes
1 Wildfire Emmisary
1 Thawing Glacier
1 Fellwar Stone
4 Sol Grails
3 Disenchant
1 Disrupting Scepter
2 Dissipates
3 Mahamoti Djinns
4 City of Brass
2 Flood Plains
4 Plains
6 Islands
4 Mountains

4 Erhnam Djinns
1 Deadly Insect
1 Phelldagriff
1 Mahamoti Djinn
2 Sea Sprites
1 Autumn Willow
1 Dissipate
2 Force of Will
4 Counterspell
4 Control Magic
3 Swords to Plowshares
4 Birds of Paradise
2 Disenchants
2 Sylvan Library
2 Serrated Arrows
1 Armageddon
1 Reinforcements
1 Mystical Tutor
3 Thawing Glaciers
2 Grasslands
2 Flood Plains
2 City of Brass
4 Forests
7 Islands
3 Plains

4 Black Knights
4 Hypnotic Specters
4 Erhnam Djinns
4 Sengir Vampires
4 Spectral Bears
2 Goblin Tinkerer
1 Sol Kanar the Swamp King
4 Birds of Paradise
1 Bone Harvest
2 Sol Grail
2 Dark Ritual
4 Lightning Bolts
2 Misfortune
2 Mountain Valley
2 Rocky Tar Pit
4 City of Brass 
8 Swamps
4 Forests
2 Mountains
1 Sylvan Library

4 Power Sinks
3 Arcane Denial
1 Reality Ripple
2 Sengir Vampire
4 Hypnotic Specter
4 Black Knight
1 Lake of the Dead
1 Pestilence
1 Ishan Shade
4 Drain Life
3 Charcoal Diamond
2 Sky Diamond
3 Thawing Glaciers
1 Bone Harvest
2 Dark Banishing
2 Contagions
1 Lim-Duls Vault
1 Soldevi Digger
3 Mishras Factory
1 City of Brass
1 Bad River
4 Islands
11 Swamps

4 Savage Twisters
4 Howling Mines
2 Storm Seekers
4 Winter Orbs
4 Pillage
2 Moss Diamond
4 Fire Diamond
4 Wall of Roots
2 Misers Cage
4 Lightning Bolts
1 Meekstone
1 Feldons Cane
4 Living Artifact
4 Mishras Factory
7 Forests
7 Mountains
2 City of Brass

Necromania- First Developed (Dec. 95') Tourney's Won - 4

BLACK
4 IceQuakes
4 Dark Rituals
4 Hypnotic Specters
2 Sengir Vampires
4 Nevinyrral's Disks
4 Hymn to Tourach
3 Necropotence
2 Paralyze (flirted with Contagion)
4 Drain Life (slurp...)

ARTIFACTS
1 Dancing Scimitar (erhnam, serra, dervish stopper)
1 Zuran Orb
1 Ivory Tower
2 Aeoliopiles (dervishes and knights must die)

LAND
4 Strip Mine
4 Mishra's Factories
1 Ebon Stronghold (used to have 2 pre ltax restriction)
15 Swamps

SIDEBOARD (always changing but contained all of the below)
Dystopia (finally a way to kill karma/cop black)
Gloom
Ice Flow (rocks after a disk, good for dervii etc.)
Serrated Arrows
Dance of the Dead (v. Big R/G critter decks i take out sengirs)
Pump-Knights
Ishan Shade
Disrupting Scepters (v. Permission)
Fountains of Youth (v. burn)
More Stripmines (just kidding)

COMMENTS:
I decided to go for maximum disruption with the icequakes
this is a slower varient of necro, with no pumpknights, almost
all other necro's i've ever seen run some pump knights, 
and so most decks prepare to hose them, with arrows etc. This is 
a more controlling style, pre-ltax restriction the Icequake varient
wasnt as strong, and i would've probably played a few knights.

The Same Stuff- First Developed (after pt1 seeing Baxter's deck) Won 1 tourney

BLACK
4 Hymn to Tourach
3 Dark Ritual
4 Hypnotic Specter

RED
4 Lightning Bolt
2 Fireball 
2 Primitive Justice

GREEN
4 Erhnam Djinn
2 Spectral Bears
2 Elvish Archers

WHITE
1 Balance

BLUE
1 Zur's Weirding


ARTIFACTS
2 Barbed Sextants
2 Phyrexian War Beast
2 Icy Manipulator
1 Zuran Orb

GOLD
1 Sol' Kanar The Swamp King

LAND
4 Strip Mine
4 City's of Brass
2 Sulpherous Spring
4 Karplusian Forest
4 Swamp
3 Mountain
3 Forest

SIDEBOARD
Glooms
Anarchy
Detonates 
Fountains of Youth (v. burn)
Yotian's (v. tstasis, and pump-knights)
Energy Flux (v. t-stasis)
Dance of the Dead (v. big critter)
Red Blast's (v. cheese)
COP Red (v. goblin, burn)
Whirling Dervish's (v. necro)
Bird's of Paradise (v. LD)

COMMENTS:
I tryed this one out at a few tourney's it was never as 
consistant as Necro, but a good deck nonetheless. A great
deck on a great draw (hymn, strip, erhnam die). Fairly fast
cheap (archers bears specter's bolts) medium (Phyrexian's and fire)
and finisher's (Sol Kanar, Fireball, Weirding).

Lock-Down - First Developed (Sometime spring 96') Tourney's none

WHITE
3 Swords to Plowshares
1 Balance
3 Disenchant
1 Land Tax

RED
3 Lightning Bolt
1 Shatter
2 Fireball
1 Mudslide
2 Pyroclasm
1 Jokulhaps

GREEN
1 Sylvan Library
1 Storm Seeker

ARTIFACT
4 Howling Mine
3 Icy Manipulator
3 Winter Orb
1 Black Vise
1 Ivory Tower
1 Zuran Orb
1 Feldon's Cane
4 Fellwar Stones

GOLD
2 StormBind

LAND
4 City of Brass
3 Karplusian Forest
3 Brushland
4 Mountain
3 Plain
3 Forest

SIDEBOARD
Incinerate
Red Blasts
Cop Red
Divine Offerings
Guerilla Tactics
Kormus Bell
Pyrolasm
Feldons Cane
Jesters Cap

COMMENTS:
A solid deck, handles weenies, big guys, trouble v. a good permission
guy who knows what to crush and counter. Would love blue for 2 power
sinks...
Mudslide is vastly underated card, it shut's down ground based
critters
with an orb out, and sticks around after Joe (Jokulhaps).

LongHaul- First Developed Winter 96' Tourney's None

WHITE
4 Wrath of God
4 Swords to Plowshare
3 Disenchant
1 Divine Offering
1 Land Tax
1 Balance

BLUE
4 Arcane Denial
2 Spell Blast
1 Essence Flare
2 Wall's of Air
1 Recall

ARTIFACTS
3 Icy Manipulators
2 Millstone
1 Ivory Tower
1 Feldon's Cane
2 Jayemdae Tome
1 Jester's Cap
4 Fellwar Stones

LAND
2 Stripmines
4 Adakar Wastes
8 Islands 
8 Plains

SIDEBOARD
More CounterMagic
Serra's
Yotians
Serrated Arrows
Sleights
Fountains of Youth
Control Magic
Karma
Caps
COP's
Disrupting Scepters

COMMENTS:
I hate blue white in type 2, but this deck will work if
it can get it's feet on the ground, slow methodical, and
defensive, Walls of Air hold off the pump knights until
god can rear his head, essence flares or tims work as well
or the good old standby aeoliopile. It needs strip mines
but it also needs lot's of mana to run it's toys hence the 6 artifact
mana sources.