All The following decks are now outdated, some older then others they are left just as lists little or no commentary.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.