Mystery Men

a deck by Chad Samuels

Title Explaination

        In our gaming group most of these chachters are not used except Goldmoon and Lyr.

Contents

    Rule Cards:
  1. A Sure Thing (NS, 74)
    Realms:
  1. Blood sea of Istar (4th,57)
  2. Dancing Hut of Baba Yaga (4th,69)
  3. Mithas (DL,1)
  4. Mount Nevermind (DR,7)
  5. Palanthas (DR,8)
  6. Reorxcrown Mtns (DL,15)
  7. Sancrist (DL,7)
  8. Spine of Taladas (DL,12)
  9. Shining Lands (Ar,87)
    Events:
  1. Caer Allison (FR,3)
  2. Caravan (1st,329)
  3. Catyclysm (1st,99)
  4. Cold Cup of Calamity (FRChase,2)
  5. Coming of the Pheonix (RR,56)
  6. Good Fortune (1st,100)
  7. Slave Revolt (3rd,202)
  8. Transformation (1st,201)
  9. Tyranthraxus, the Possessing Spirit (RR,55)
  10. Wild Magic Surge (FR,10)
    Champions:
  1. Bilago Lumen (Psi,5) (Po,17)
  2. Dargent, Silver Dragon (Mon,8) (DL,30)
  3. Fizban the Fabulous (Wiz,9) (DL,32)
  4. Goldmoon (Cl,9) (Ar,83)
  5. Hettman Tsurin (H,2) (1st,172)
  6. Lyr of the Mists (Psi,5) (Po,23)
  7. Justarian, Red Robes (Wiz,4) (DL,29)
  8. Moraster (Psi,3) (4th,339)
  9. Par-Salian (Wiz,6) (DL,34)
  10. Pellgrade, the Inexorable (Wiz,9) (4th,312)
  11. Raistlin, Black Robes (Wiz,7) (DL,31)
  12. Rangers of the Hornwood (H,4) (3rd,196)
  13. Takhisis, Quen of Darkness (Mon,8) (DL,33)
  14. Tasslehoff Burrfoot (H,3) (DL,39)
  15. Verminaard, the Dragonmaster (Cl,7) (DR,42)
    Magic Items:
  1. Blamblower (DL,56)
  2. Dalamar's Ring of Healing (DL,62)
  3. Rod of 7 Parts Part 3 (A,23)
  4. Rod of 7 Parts Part 7 (A,27)
  5. Staff of Mimicry (Rav,61)
  6. Sword of Blackflame (P,4)
  7. Vorpal Blade (FR,56)
    Allies:
  1. Assassins (1st,252)
  2. Loup Garu (Rav,79)
  3. Myrmidons (4th,210)

  4. Wizard Spells:

  5. Banishment (1st,395)
  6. Death Fog (1st,391)
  7. Disintigrate (1st,393)
  8. Energy drain (RR,54)
  9. Limited Wish (FR,43)
  10. Meteor Swarm (DR,55)
  11. Mordenkainen's Disjunction (RR,46)
  12. Takhisis's Abyssal Gateway (DLChase,13)
  13. Spell Turning (4th,379)

  14. Cleric Spells:

  15. Double Trouble (DL,90)
  16. Resurrection (FR,34)

Total Cards: 55

Total Levels: 89

Notes on Deck building

        This deck was built at the same time as my other 3 decks so it does not reflect the best that can be made but should play quite solidly.  This was made for a multiplayer game for a two player game remove Wild Magic Surge and add Deflection (A,54) This deck was built around a dragonlance theme.  Though there were enough good DL realms Champions were quite short so I had to borrow to make it viable. It was also built around a sure thing and double trouble. The odds of either coming up early is not spectacular but the support cards for both are useable without them. We play mostly at night so that is why Raistlin and Justarius are there Par Salian in the off chance I will be playing durring the day.  Heartbreak Hotel for deackbuilding: Another realm razer would've been nice as well as a death spell.

Note on Standard Play

        This deck is built to be aggressive with spells so use them. The special powers of champions should keep you in most games so use them wisely. I don't like allies so they are used sparingly with magical Items filling in for the lack of allies.  Combos include: A Sure Thing + Vorpal Blade = guarenteed Win; Tasslehoff + Blamblower = Defensive Spoils for You;  Double Trouble + Death Fog = wipe out a pool of charachters level 10 or less; A Sure thing + Energy Drain = Guarenteed Win; Moraster + No Battle + Lyr of the Mists = a blamblower on the top of the draw pile then attck and eliminate a champion and blow away the defending Champion stop battle.; Dancing Hut + Mithas or Mount Nevermind = a solid head realm people will think twice about attacking

Yogi's Comments

        Combo wise, a sure thing seems like a long way to for just the Vorpal Blade, so more cards to capitalize on ST would be cool.  Maybe, for the theme, drop Takhesis and add Grimslade the Gray (RR/36) so opponents could play no more cards in battle.  Also, I don't know about Moraster, as the deck isn't particularly heavy on magic items.  I do sorta like the mix between the blast from afar, and combat cards, even if all the combat cards seem towards fast combat (except Meteor Swarm).  Cards I would change out would be: Sword of Blackflame (not many people to use it), Dalamar's Ring of Healing (only 5 wizards, so slot could mean more for more champions), Takhisis (seems very weak here), and Rangers of Hornwood (power doesn't mean much often, so why use a non-spellcaster?).  Otherwise, seems like it would be fun to play!

 

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