I'm Not Quite Dead Yet!

Title Explaination

        Aside from the obvious connection to Monty Python, this is looking at cards that aren't dead, but not really alive.  In other words, Undead.  Most people figure out the title, but you clearly didn't, because your reading this introductory trash.  Get on to the deck already!

Contents
Dungeon: Under Castle Strahd [DU-7]
    Rule Cards: (2)
  1. Dark Lords [AR-33]  (everyone comes back!)
  2. Negative Planar Energy [NS-73] {NPE}  (possibly the second strongest undead card in existance)
    Realms: (13)
  1. Ancient Kalidnay  [AR-92]  (Ravenloft realm by power)
  2. Arena of Dori the Barbarian  [IQ-3]  (combos well with NPE)
  3. Barovia  [RV-1]
  4. Bluet Spur  [AR-88]  (with dungeon, defends itself as undead)
  5. Borca  [4th-61]
  6. Dementlieu  [RV-11]  (best realm from RV set!)
  7. Falkovnia  [NS-5]
  8. Haven of the Undead  [4th-71]  (very strong)
  9. Keening  [RV-6]
  10. Menzoberranzan  [1st-2]
  11. Sri Raji  [RV-15]
  12. Tepest  [RV-7]  (if razed, always discard a realm if possible)
  13. UnderDread  [TU-9]  (silly name, but I can't think of one better...)
    Holdings: (2)
  1. Haunted Graveyard  [NS-11]  (best add-on to the front realm)
  2. Powers of the Land  [DR-12]  (super defense with NPE is in play)
    Events: (6)
  1. Ancient Curse  [1st-399]  (actually fits the theme)
  2. Calm  [NoEd-400]
  3. The Caravan  [1st-319]
  4. Cataclysm!  [1st-99]
  5. Good Fortune  [1st-100]
  6. Moonlight Madness  [NS-20]  (for the "red cap" {unattackable} realms)
    Champions: (18)
  1. Adam  [RV-83, M7]  (undead only by dungeon)
  2. The Ancient Dead [4th-352, M7]  (fun with Dark Lords)
  3. Arijani  [RV-89, M6]  (undead only by dungeon, great combo with NPE)
  4. The Bog Monster  [4th-360, M8]  (undead only by dungeon)
  5. Crawling Claws  [NS-66, M1]
  6. The Death Ship  [4th-355, M4]  (suprisingly effective card)
  7. Dr. Rudolph Van Richten  [RV-86, H3]  (undead only by dungeon, I wonder what he'd think of that)
  8. Gabrielle Aderre  [RV-93, W3]  (undead only by dungeon)
  9. The Grim Reaper  [IQ-26, M?]  (suprisingly nasty in all games I've played so far)
  10. Harkon Lukas  [RV-87, M5]  (undead werebeast only by dungeon)
  11. The Lesser Mummy  [4th-356, C3]
  12. Nemon Hotep  [NS-67, C12]
  13. Orcus [NS-44, M?]  (Avatar boosting NPE)
  14. Ratik Ubel  [NS-33, T5]
  15. Sergei Von Zarovich  [RV-98, H6]  (event immunity is suprisingly strong)
  16. Sir Edmund Bloodsworth  [RV-95, M2]  (undead doppleganger only by dungeon)
  17. Ting Ling  [4th-354, C8]  (undead only by dungeon, amusing name)
  18. Winslow the Lich  [NS-69, W9]
    Artifacts: (1)
  1. Crystal of Ebon Flame  [AR-13]
    Magic Items: (2)
  1. Ghost Crystal  [4th-168]
  2. Wand of Bone  [NS-50]  (really only grants levels, but nice bonus)
    Allies: (7)
  1. Ancient Dracolich  [NS-81]
  2. Death Knight  [MI-7]  (not undead as an ally, but is as a champion)
  3. Kaisharga  [NS-75]
  4. Soth's Steed  [IQ-87]  (no Soth, but still worth it for power and bonus)
  5. Undead Dragonrider  [DR-81]
  6. Wraith  [BR-78]
  7. Zombie Horde  [NS-79]
    Unarmed Combat Cards: (4)
  1. Aging  [NS-91]
  2. Cause Fear  [NS-93]  (only worth it if someone already has an ally to kill)
  3. Level Drain  [NS-97]  (usually set up by Aging, if possible)
  4. Supernatural Strength  [DU-78]  (also sets up Level Drain)
  5. Total Cards:  55 (plus Dungeon)

    Total Levels: 89

    Notes on Deck Building:

            Originally designed as a Ravenloft world deck, but when it opened up to undead/Ravenloft, the true potential was released.  The combination of level draining and high base levels worked very well, which is why Orcus was chose over the Bonemaster from Artifacts.  The ratio of natural undead to undead by Dungeon is 5:4, and needs to be at least 1:1, in case someone targets the dungeon.  While not as effective without the dungeon, it is still strong.  Possible improvements (requiring the spare cards I don't have ready) include Throne of Bone [4th] and Undead Regeneration [RR].

    Note on Standard Play:

            One of the key parts of keeping this deck nasty is keeping control of the rule card position.  Particularly, Negative Planar Energy keeps the control of the game for the Undead, especially as clerics tend not to be very strong.  Get Orcus into play as soon as you can, sacrificing a non-natural champion if possible, so the Dungeon isn't too tempting a target.  Protect the Dungeon as much as you can, and the deck synergy should be strong.  Powers of the Land is also GREAT, as is the Haven of the Undead, and should be gotten into play ASAP (expect avoid putting HotU in the front, for defensive reasons.

     

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