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:
-
A Sure Thing (NS, 74)
Realms:
-
Blood sea of Istar (4th,57)
-
Dancing Hut of Baba Yaga (4th,69)
-
Mithas (DL,1)
-
Mount Nevermind (DR,7)
-
Palanthas (DR,8)
-
Reorxcrown Mtns (DL,15)
-
Sancrist (DL,7)
-
Spine of Taladas (DL,12)
-
Shining Lands (Ar,87)
Events:
-
Caer Allison (FR,3)
-
Caravan (1st,329)
-
Catyclysm (1st,99)
-
Cold Cup of Calamity (FRChase,2)
-
Coming of the Pheonix (RR,56)
-
Good Fortune (1st,100)
-
Slave Revolt (3rd,202)
-
Transformation (1st,201)
-
Tyranthraxus, the Possessing Spirit (RR,55)
-
Wild Magic Surge (FR,10)
Champions:
-
Bilago Lumen (Psi,5) (Po,17)
-
Dargent, Silver Dragon (Mon,8) (DL,30)
-
Fizban the Fabulous (Wiz,9) (DL,32)
-
Goldmoon (Cl,9) (Ar,83)
-
Hettman Tsurin (H,2) (1st,172)
-
Lyr of the Mists (Psi,5) (Po,23)
-
Justarian, Red Robes (Wiz,4) (DL,29)
-
Moraster (Psi,3) (4th,339)
-
Par-Salian (Wiz,6) (DL,34)
-
Pellgrade, the Inexorable (Wiz,9) (4th,312)
-
Raistlin, Black Robes (Wiz,7) (DL,31)
-
Rangers of the Hornwood (H,4) (3rd,196)
-
Takhisis, Quen of Darkness (Mon,8) (DL,33)
-
Tasslehoff Burrfoot (H,3) (DL,39)
-
Verminaard, the Dragonmaster (Cl,7) (DR,42)
Magic Items:
-
Blamblower (DL,56)
-
Dalamar's Ring of Healing (DL,62)
-
Rod of 7 Parts Part 3 (A,23)
-
Rod of 7 Parts Part 7 (A,27)
-
Staff of Mimicry (Rav,61)
-
Sword of Blackflame (P,4)
-
Vorpal Blade (FR,56)
Allies:
-
Assassins (1st,252)
-
Loup Garu (Rav,79)
-
Myrmidons (4th,210)
Wizard Spells:
-
Banishment (1st,395)
-
Death Fog (1st,391)
-
Disintigrate (1st,393)
-
Energy drain (RR,54)
-
Limited Wish (FR,43)
-
Meteor Swarm (DR,55)
-
Mordenkainen's Disjunction (RR,46)
-
Takhisis's Abyssal Gateway (DLChase,13)
-
Spell Turning (4th,379)
Cleric Spells:
-
Double Trouble (DL,90)
-
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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