<<Back to Home Page>>

For those of you living in a Cave the current Type II (standard ...) Environment Consists of
Tempest, Mirage, Visions, Weatherlight, 5th Edition
 
This is one of the most diverse Standard Environments ever. With 2 expansions, 2 Stand alones and 5th edition there are a multitude of cards to choose from. Hopefully this will lead to some deck diversity and a less stagnant environment. These pages are a resource for decks. But please note, merely copying a deck will probably not get you any further in understanding this game. When you look at a deck carefully note it's contents, look at the casting costs (both color-wise and size-wise), look at the mana-sources (both land and non-land). Question why certain cards are included ("Why Stupor and not Coercion?"). Think about the decks potential strengths and weaknesses, and how to over come them. Once you can apply these skills to your own decks you'll begin to build better more consistent decks. Sometimes it takes an outside eye to notice something about a deck, giving your deck up for critique is sometimes frustrating but is often beneficial. And of course there's no real substitute for play testing, playing your deck against a variety of decks will do a number of things- 
     
  1. Refine your actual playing skills, over time reducing your play-errors (playing against good players is the best way to do this)
  2. Allow you to get a better feel for the decks speed and consistency
  3. Often points out weaknesses and strengths v. other decks
  4. Gives you a chance to smooth out any mana problems
  5. Let's you win cards in ante ;)
Before we move on to the current deck listings, just a few general deck construction notes and some helpful links to documents which every magic player who doesn't like getting his or her teeth kicked in should read ... 
     
  1. In *general* a tournament quality deck should have between 60-62 cards 
  2. Your percentage of mana should range between 30% and 45%. Thirty percent mana decks are weenie style decks with few casting costs exceeding 1 or 2. 45% decks run larger casting cost spells, x-spells, heavy activation costs (Jayemdae Tomes, Browse, Hammer of Bogardan etc.). There are certain decks that break these mana rules and succeed but the above figures are decent rules of thumb.
  3. The vast majority of your mana sources should be plain old land. Example 22 Land, 3 Fellwar Stones, 4 Birds of Paradise, 2 Thawing Glaciers ... This is a typical mana distribution for a green/white Armageddon deck.
  4. There should be only one color of spells in your deck in which there are more then 1 colored mana in the casting cost. Example in a Black/red (B/r) I have Nekrataals (2) and Black Knights () and Incinerates (only one red in the casting cost 1) ... but no Pillage (1**) double red. Once again this is a rule of thumb and can be broken if your deck is carefully constructed with this in mind. An example would be a counter-hammer deck, which normally runs 10-12 each Islands and Mountains , and 3-4 Reflecting Pools ... and it's double red spells aren't usually needed on turns 3-4 (Pillage, Hammer). Artifacts like diamonds, and barbed sextants, and critters like Birds of Paradise ... and Lands like Reflecting Pool , City of Brass etc. help alleviate this problem, but the less colored mana in your deck the less Mana Screw.
  5. Take a look here at some of Robert Hahn's strategy material ... Quiz on Friday
[ Green/White Control ] * [ Red/Blue ] * [ Rainbow Black ] * [ Five Color Mono-White ] * [ Frying Pan ]
 
Decks
 
Green/White Geddon 

Land (22) 

     
  • 2 City of Brass
  • 4 Undiscovered Paradise
  • 2 Gemstone Mine
  • 8 Forest
  • 6 Plains
Critters (21) 
     
  • 4 Maro
  • 4 Jolreal's Centaur
  • 1 Scalebane Elite
  • 2 Uktabi Orangutang
  • 4 Serrated Biskelion
  • 2 Wall of Roots
  • 4 Birds of Paradise
Other Spells (17) 
     
  • 2 Puppet Strings
  • 1 Sylvan Library
  • 3 Armageddon
  • 3 Gaea's Blessing
  • 4 Disenchant
  • 4 Incinerates
  • Total: 60 cards 
Sideboard 
  • 2 Wrath of God
  • 1 Lhurgoyf
  • 1 Uktabi Orangutang
  • 4 Mangara's Blessing
  • 4 Scragnoth
  • 3 City of Solitude
Looking at our G/w deck we see we are slanted toward the green side of the fence. The only double color spells in the deck are our double green. Green is used as our creature base. Whites last remaining decent large creature was removed from 5th edition. Maro is a great creature if he's played properly. Hold back excess land (the deck needs about 4-5 to operate), and use the Sylvan to good effect. Attack before playing any sorceries or laying lands, this may seem obvious but you'd be surprised.  An angry large green critter followed up by an Armageddon has spelled death for thousands of players around the world. The Bird's provide fast mana, and help out with color problems. The Uktabi Orangutang (often referred to as Sex Monkey) is included as a meta-game move on my part, I expect to see quite a few Cursed Scrolls and Puppet Strings around. An Armageddon deck doesn't appreciate opposing Diamonds, and also the Monkey can attack ... something a crumble cannot do. The deck has 23 land, and 10 non-land sources (9 if you count the crafty ranger), so it's running around 50% mana. The biggest problem for the G/w deck post tempest is the lack of critter kill, with no plows around and no Serrated Arrows anymore Artifacts and bad white spells like pacifism or repentance seem the only answer.  Wrath of God is always an option, but requires double white and wipes out your hard to kill Centuars. Puppet Strings and  Wall of Roots coupled with the Biscuits and Bolts provide critter defense. And the Sylvan Library tops the deck off with some card selection and manipulation (helped out by the Gaea's Blessings). The side board is very dependant on your local area, but I'll explain why I selected these cards. Wrath of God - Flexible critter kill, good v. fat and weenie, should be in the main deck but I am hoping to take the first game with a quick geddon critter beatdown hiding behind my walls and Biscuits. Mangara's Blessing - An under used card that hoses burn and Pox/Discard all in one great package which you can recycle with the Blessings. Lhurgoyf - Rocks Sligh decks (esp. after a wrath), another good fat critter. Scragnoth / City of Solitude - Cut the blue deck down to size. Dervishes are the standard v. black , if you see alot of black in your area bump these to 4 ... a major detriment to this deck is Perish, the solutions aren't all that a plenty for this nasty hoser just pretend the black guy has Wraths and play accordingly ;)  An Honorable Passage or two will serve nicely versus a burn deck infested area (which normally an Armageddon or two will crunch).
  Back up to the Top
Red / Blue Control

Land (24)

     
  • 1 City of Brass
  • 8 Mountain
  • 4 Caldara Lakes
  • 7 Islands
  • 2 Reflecting Pools
  • 2 Quicksands
Creatures (6)
  • 4 Frenetic Efreet
  • 2 Wildfire Emmisary
Other Spells (31)
     
  • 2 Hammer of Bogardan
  • 3 Earthquakes
  • 4 Nevinyrral's Disk
  • 1 Fireball
  • 1 Disintegrate
  • 4 Counterspell
  • 4 Dissipate
  • 4 Incinerate
  • 2 Force Spike
  • 1 Capsize
  • 3 Impulse
  • 2 Whispers of the Muse
  • Total: 61 cards
Sideboard 
     
  • 4 Pyroblast
  • 3 Hydroblast
  • 2 Essence Bottle
  • 2 Quicksand
  • 3 Abduction
  • 1 Shatter
The classic counter burn deck with (hopefully) the adjustments to allow it to survive the loss of some of its key components (namely Thawing Glaciers).  The mana supply consists of 24 landwhich may seem fairly low, but I feel the deck has enough early game defense to get up to 5-6 mana. This deck is one in whic hthe overhyped Reflecting pool works well since there are some spells which require multiple blue and red.  It helps the Hammer recycle and assures a second blue mana.  The Quicksands are an additional anti-weenie measure (Soltari Priest more specifically).  The creature base is small, only 6. Frentics are almost broken with no Arrows or Trading Posts around, they can dodge a disk as well.  I chose the Emmisary because of the havoc it can wreak with white decks and because it pumps and can't be killed with an incinerate.  The other spells consist of burn - 3 Hammers, 4 Incinerates ... These are primary small - medium critter wackage as well as player kill. There are two X-spells, fireball for its card advantage and Disintigrate for pesky Boas and other regenerators.  Nevinyrral's Disk seems more important in this new environment which lacks the removal of the past, these are best cast with counter magic in hand. The decks counters consist of 4 Counterspells and 4 Dissipates for the mid and late game, counter the real problems like Armageddon, Rainbow Efreets and things that will break your disks.  This new environment seems faster then ever which makes Force Spike shine ;) Stopping the turn two Soltari Priest or a quick Aura of Silence is key ... Spiking a Pox or Stupor, or a mana source can buy the time to set up your other defenses.  Capsize is the new blue staple, and it doubles nicely with the Disks. Impulse is there to avoid mana screw and to dig up the good stuff, I've been thinking Whispers of the muse could be good as well, but with no Medallions it isn't as impressive.The sideboard is rather haphazard at the moment, some Blasts for Red and Blue.  The pathetic Essence Bottle to help against burn (might just be Disrupts).  More Quicksands for weenie and those damn Priests. Abduction for larger critters. Shatter for the pesky Winter Orb.
 Back to the Top
Rainbow Black 

Land (21) 

     
  • 4 Undiscovered Paradise
  • 4 Underground River
  • 2 Sulphurous Springs
  • 3 Gemstone Mines
  • 8 Swamps
Creatures (21) 
     
  • 3 Nekrataal
  • 3 Shadow Guildmage
  • 1 Necratog
  • 4 Black Knights
  • 4 Man-o-War
  • 4 Dauthi Slayer
  • 2 Frenetic Efreet
Other Spells 
     
  • 3 Disrupt
  • 3 Winter Orb
  • 1 Lobotomy
  • 2 Diabolic Edict
  • 3 Barbed Sextant
  • 4 Incinerate
  • 2 Disenchant
  • Total: 60 cards
Sideboard 
     
  • 3 Perish
  • 3 Knights of the Mist
  • 4 Pyroblast
  • 2 Uktabi Orangutang
  • 1 Winter Orb
  • 2 Disenchant
This is an extension of the multi-color black deck. It contains a primarily weenie critter base. With card/time advantage critters like Man-o-War and Nekrataal. It also contains a reasonable mix of red and black critter kill, to hopefully avoid death from white weenie. The deck is Black/red/blue but supports white in the board. It would seem to follow the standard post tempest form of weenie rush backed by heat. The 'Tog is provided as a late game truck ... with no plows around he can be a beast. No Pump-Knights because of the Winter Orbs, Dauthi Slayer is possibly an overlooked card in type 2. He can't be Mogged like a pump-knight, and he never gets blocked, and he isn't a Knight like Fallen Askari. I included the abusive Frenetic Efreet, which is likely to win a few games all by himself. The sideboard is well-rounded. Disenchants and Monkeys for the angry scroll and other pesky artifacts. Pyro's for blue decks. Knights of Mist for other black decks, and for white decks. The extra Orb for Blue/Red mana-intense decks . Perish is too hosey not to stash somewhere.
 Back up to the Top
The Crusader 

Land (21) 

     
  • 4 Undiscovered Paradise
  • 4 Gemstone Mine
  • 3 City of Brass
  • 10 Plains
Creatures (20) 
     
  • 4 White Knights
  • 4 Soltari Priest
  • 4 Longbow Archer
  • 2 Derelor
  • 2 Uktabi Orangutang
  • 4 Man-o-War
Other Spells 
     
  • 3 Aura of Silence
  • 2 Diabolic Edict
  • 4 Tithe
  • 1 Armageddon
  • 4 Incinerate
  • 4 Barbed Sextant
  • 1 Sylvan Library
  • Total: 60 Cards
Sideboard 
     
  • 1 Armageddon
  • 3 Winter Orb
  • 2 Knight of the Mist
  • 2 Perish
  • 4 Honorable Passage
  • 1 Aura of Silence
  • 2 City of Solitude
This deck is an attempt to take advantage of the multitude of "special" lands available in type II. It pulls spells from all colors and meshes them around an essentially white weenie critter base. It relies on fast creatures, and then delay and disruption tactics. Man-o-Wars, Edicts, Incinerates all slow or destroy opposing blockers. Tithe provides a mana-boost when played during the opponents upkeep, and the cantrip effect tightens up the deck. Prison-style decks are *destroyed* by Aura of Silence, make sure to play the Aura when you have a target to sacrifice it on (usually a Diamond) v. a Prison, v. decks without disenchants play it ASAP to stop Scrolls, Medallions, Disks, Diamonds etc. The Monkeys whack any artifacts that make it through the Aura and provide off-color beatdown. Red cannot deal with an angry Priest ... he is a really great critter (and he never gets blocked). Derelor is a great 4 mana creature who can't be terrored or Nekrataaled or Incinerated. The Barbed Sextants help alleviate color screw and also help to tighten the deck up. A total of eight cantrips makes up for the light land count. Main deck cards that are still receiving consideration are Disrupt (card advantage, and nullifies quick wraths and Stupors). Longbow Archers or Order of the White Shield? I didn't like the Orders vulnerability to Granger Guildmage and Knight of the Mist, and most of all Mogg Fanatic, but if you expect few black decks by all means swap the Archers for Orders. I'd really like to swap them for Savannah Lions ;) Play with the Aura and you will see how it rules ... It takes some deciding to know whether or not to play it before seeing an artifact/enchantment ... the decision is easier second game. This particular 'board has a couple of Citys and Winter Orbs for big blue (Rainbow ... Mana intense blue). Winter orb also against any mana-intensive deck. The honorable passages are aggressive awesome cards v. red decks, passaging a Fireblast is really harsh. The Knights are there for extra critter control. Perish is great coming out of the board. The extra artifact / enchantment kill is for lock type decks. Other cards which are worth toying with are Tariff ... and some X-Spells ... a Fireball coming out of this deck is a great surprise. Sleight of Mind is also very usefull against mono-decks (esp. if you run the 8-pro-black Knight version) turning a Knight into an unstoppable creature.
 Back to the Top
Frying Pan 

Land (22) 

     
  • 4 Sulpherous Springs
  • 2 Scablands
  • 3 Undiscovered Paradise
  • 1 Gemstone Mine
  • 1 City of Brass
  • 2 Swamp
  • 7 Mountains
  • 2 Rocky Tar Pit
Critters (22) 
     
  • 4 Mogg Fanatic
  • 3 Shadow Guildmage
  • 3 Dwarf Miner
  • 2 Orc Gunners
  • 3 Derelor
  • 4 Suq' ata Lancer
  • 3 Viashino Sandstalkers
Other Spells (16) 
     
  • 4 Hammer of Bogardan
  • 4 Incinerate
  • 3 Diabolic Edict
  • 3 Disenchant
  • 2 Barbed Sextant
  • Total: 61 Cards
Sideboard 
     
  • 3 Gloom
  • 3 Winter Orb
  • 3 Perish
  • 1 Disenchant
  • 4 Pyroblast
  • 1 Diabolic Edict
A red weenie deck, with fattie control courtesy of black. Fanatics, Miners and Guildmages swarm early. Lancer and Sandstalker are the major damage dealers. Derelor is fat and tough to kill. 8 burn spells crunch weenies (along with moggs, guildmages, and gunners). Hammers should probably recursed only against decks without Geddon ... but ... that's conservative, there's only 20 real land in the deck. Edict handle the opposing phat, along with gunner-bolt tricks, or Flank bolt tricks. Disenchants keep you from losing to scrolls and other bad permanents ... Pretty straightforward huh? The board has Glooms for White Weenie, Orbs for lots of stupid decks. Perish for silly green critters, 4 Pyro's for blue, and its pesky Tradewinds, Propaganda and Capsize. The extra Edict for lard-control, and the 4th Disenchant becuase ... well ... disechant rules.