Street Magicians
Title Explaination
Street Magicians implies those
who do "magic" by just using slight of hand, not true magic. This
deck combines thief skills and spells for lethal effect. Add to this
a little probablility control by manipulating the opponent's hand and deck,
and the effect is very nasty, especially in one-on-one games. This
deck could even do well in major tournaments with the right fine tuning.
Contents
Dungeon: The Azure Tower of Omad the Fallen [DU-24]
Rule Cards: (2)
-
Nobody Wins! [4th-490]
-
A Sure Thing [NS-74] (more
for fear effect than nasty combos)
Realms: (13)
-
Border Garrison [DU-31]
-
Castle Arborgate [IQ-1] (if
opposing deck manipulation)
-
Cormyr [3rd-3] (best casting
Wish)
-
Council Aerie [AR-86]
-
Duchy of Tenh [3rd-139]
-
Euripis [AR-90] (any holding
plus attack limitation works suprising well)
-
Evermeet [3rd-29]
-
The Great Kingdom [1st-123] (helps
neutralize Castle Moovania)
-
Menzoberranzan [2nd-2]
-
Mintarn [NS-3] (swimming
cost hurts Song of the Dragonlance)
-
Shining Lands [AR-87] (immunity
and holding combos well)
-
Temple of Elemental Evil [1st-124]
-
Ull [4th-25]
Holdings: (2)
-
Castle Moovania [IQ-12]
-
Mulmaster [2nd-33]
Events: (10)
-
The Apocalypse [IQ-47] (too strong
to be neglected)
-
Caer Allison [FR-3]
-
Calm [1st-400]
-
The Caravan [2nd-319]
-
Cataclysm! [1st-99]
-
Cheat!!! [IQ-49] (versitility
is the key)
-
Good Fortune [2nd-100]
-
Slave Revolt! [3rd-202]
-
Spirit of the Land [3rd-288]
-
Temporal Stasis [AR-53]
Champions: (15)
-
Cyric [H9, FR-92] (hiding
is too useful)
-
Drawmij [W7, 4th-276]
-
The Guildmaster [T10, NS-28]
-
Helm [H6, FR-89]
-
Hettman Tsurin [H2, 4th-257] (great
little annoyance)
-
Iuz the Evil [M8, 2nd-167]
-
Jamlin [T5, NS-38]
-
Korgunard the Avangion [M8, AR-75]
-
Marco Volo [H3, 1st-50]
-
Midnight, Goddess of Magic [W7, 1st-46] (may
be old, but still very effective)
-
Mij Retlub, the Spellfire Oracle [H0, IQ-14]
(defense
is key)
-
Ratik Ubel [T5, NS-33] (better
if replaced with Necba, if you have it available)
-
Simpkin "The Weasel" Furzear [T7, NS-36]
-
Skulker [T5, DU-40] (nice suprise
against combat decks)
-
Turin Deathstalker [T8, NS-35]
Artifacts: (2)
-
Ren's Crystal Ball [3rd-199]
-
The Ring of Winter [FR-61] (lose
of just one card a turn has a suprising impact)
Magic Items: (5)
-
Ogre's Horned Helm [IQ-67] (few
major impact cards, so we want them to go through)
-
Nosrenda's Amulet [IQ-63] (currently
testing usefulness)
-
Ring of All Seeing [4th-171]
-
Vorpal Blade [FR-56] (only combo
in deck with A Sure Thing)
-
Winged Boots [AR-20] (fits
nicely on Iuz)
Wizard Spells: (4)
-
Disintegrate [1st-393]
-
Dispel Illusion [IQ-83] (Dispel
any illusion you have about this card not rocking)
-
Limited Wish [4th-382]
-
Wish [FR-46]
Thief Skills: (2)
-
Con Game [DU-82]
-
Hijacking [DU-86]
Total Cards: 55 (plus Dungeon)
Total Levels: 90
Notes on Deck Building
This deck dabbles in both wizard
spells and thief skills, trying to limit both. The nastier part of
the deck is the "touchy-feely" side that limits draws and works very effectively
at removing realms from having the chance of being played. That,
besides the strong card advantage built into the deck make it tough to
beat.
Note on Standard Play
Go for card advantage; the quicker
you can draw, the better. The biggest problem with the deck is its
very minor defense, and lack of combat weakness. The best opportunity
should be to maximize your speed. Yes, that means this can be a pretty
boring deck to play, but every once in a while cutthroat tactics can be
fun (and playing this deck well requires you to be cutthroat, because any
quarter given usually buys you loss.
Back
to Decks Page
Back
to Spellfire Central
Back
to Yogiland Central