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)
  1. Nobody Wins!  [4th-490]
  2. A Sure Thing  [NS-74]  (more for fear effect than nasty combos)
    Realms: (13)
  1. Border Garrison  [DU-31]
  2. Castle Arborgate  [IQ-1]  (if opposing deck manipulation)
  3. Cormyr  [3rd-3]  (best casting Wish)
  4. Council Aerie  [AR-86]
  5. Duchy of Tenh  [3rd-139]
  6. Euripis  [AR-90]  (any holding plus attack limitation works suprising well)
  7. Evermeet  [3rd-29]
  8. The Great Kingdom  [1st-123]  (helps neutralize Castle Moovania)
  9. Menzoberranzan  [2nd-2]
  10. Mintarn  [NS-3]  (swimming cost hurts Song of the Dragonlance)
  11. Shining Lands  [AR-87]  (immunity and holding combos well)
  12. Temple of Elemental Evil  [1st-124]
  13. Ull  [4th-25]
    Holdings: (2)
  1. Castle Moovania  [IQ-12]
  2. Mulmaster  [2nd-33]
    Events: (10)
  1. The Apocalypse [IQ-47]  (too strong to be neglected)
  2. Caer Allison [FR-3]
  3. Calm   [1st-400]
  4. The Caravan  [2nd-319]
  5. Cataclysm!  [1st-99]
  6. Cheat!!!  [IQ-49]  (versitility is the key)
  7. Good Fortune  [2nd-100]
  8. Slave Revolt!  [3rd-202]
  9. Spirit of the Land  [3rd-288]
  10. Temporal Stasis  [AR-53]
    Champions: (15)
  1. Cyric  [H9, FR-92]  (hiding is too useful)
  2. Drawmij  [W7, 4th-276]
  3. The Guildmaster  [T10, NS-28]
  4. Helm  [H6, FR-89]
  5. Hettman Tsurin  [H2, 4th-257]  (great little annoyance)
  6. Iuz the Evil  [M8, 2nd-167]
  7. Jamlin  [T5, NS-38]
  8. Korgunard the Avangion  [M8, AR-75]
  9. Marco Volo  [H3, 1st-50]
  10. Midnight, Goddess of Magic  [W7, 1st-46]  (may be old, but still very effective)
  11. Mij Retlub, the Spellfire Oracle  [H0, IQ-14] (defense is key)
  12. Ratik Ubel  [T5, NS-33]  (better if replaced with Necba, if you have it available)
  13. Simpkin "The Weasel" Furzear  [T7, NS-36]
  14. Skulker [T5, DU-40]  (nice suprise against combat decks)
  15. Turin Deathstalker  [T8, NS-35]
    Artifacts: (2)
  1. Ren's Crystal Ball  [3rd-199]
  2. The Ring of Winter  [FR-61]  (lose of just one card a turn has a suprising impact)
    Magic Items: (5)
  1. Ogre's Horned Helm  [IQ-67]  (few major impact cards, so we want them to go through)
  2. Nosrenda's Amulet  [IQ-63]  (currently testing usefulness)
  3. Ring of All Seeing  [4th-171]
  4. Vorpal Blade [FR-56]  (only combo in deck with A Sure Thing)
  5. Winged Boots  [AR-20]  (fits nicely on Iuz)
    Wizard Spells: (4)
  1. Disintegrate  [1st-393]
  2. Dispel Illusion  [IQ-83]  (Dispel any illusion you have about this card not rocking)
  3. Limited Wish  [4th-382]
  4. Wish  [FR-46]
    Thief Skills: (2)
  1. Con Game  [DU-82]
  2. Hijacking  [DU-86]

  3.  

     

    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.

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