MTG - Magic The Gathering Deck Ideas
My Magic The Gathering Deck Ideas
Here is a list of my favorite Magic The Gathering deck ideas! Anyone out there who might be searching for good Magic The Gathering deck ideas might be surprised to see some very nontraditional deck ideas listed here. Feel free to check these out for yourself or use these with your own ideas!
Magic The Gathering Deck Ideas - Links
Wishmaster Deck - Magic The Gathering Deck Ideas
This deck is completely done using the M10 core set. It focuses on control elements, deck manipulation, fliers, and card draw. There are even certain aspects of this deck that may be considered broken eventually! First, the 63 cards in this deck:
Card Name - Mana Cost(s) - Card Type - Power/Toughness Rating - Quantity
Island - n/a - Basic Land, Island - n/a - 14
Taps for Blue Mana
Most of this deck uses blue so I put in 14 of these.
Swamp - n/a - Basic Land, Swamp - n/a - 7
Taps for Black Mana
There is some need for black. 7 is good for this deck.
Terramorphic Expanse - n/a - Land - n/a - 1
Tap it and sacrifice it to search your library for any basic land and put it into play on the battlefield tapped. Then shuffle your library.
This has 2 good uses. Mainly, if you need a swamp and you have none, now you can get one. Otherwise, if you aren't happy with how well your draws are, you can use this to shuffle up your library and mix it up.
Cards By Mana Cost:
Acolyte of Xathrid - 1 Black - Creature, Human Cleric - 0/1 - 1
Pay 1 Colorless and 1 Black then tap it and pick a player to lose 1 life!
She's good for helping to suck the life out of your enemies without having to attack!
Disentomb - 1 Black - Sorcery - n/a - 1
Returns a creature from your graveyard back to your hand!
Save it for when your opponent thinks they've gotten rid of your Djinn! You could also swing with your Djinn, and if it dies, bring it right back on your second main phase - complete with 3 more wish counters!
Ponder - 1 Blue - Sorcery - n/a - 3
Look at the top 3 cards of your library and put them back in any order, then draw the top card!
If you don't have a Djinn in play, this may help you get him. Otherwise, this card can allow you to set up the 2nd and 3rd cards for your wishes! This is also good for getting a jump on your opponent if they have a big, tough creature in play you'd like to take control of..
Telepathy - 1 Blue - Enchantment - n/a - 2
Your opponents play with their hands revealed.
Now you know everything they have to use against you!
Zephyr Sprite - 1 Blue - Creature, Faerie - 1/1 - 1
A simple 1/1 flier that can be a pinging pain for your opponent.
Coral Merfolk - 1 Colorless, 1 Blue - Creature, Merfolk - 2/1 - 1
A simple 2/1 merfolk with no abilities - good for blocking or pinging since your opponent won't see it as much of a threat.
Doom Blade - 1 Colorless, 1 Black - Instant - n/a - 2
Destroy a non-black creature of your choice.
Only useless if your opponent is using a mono black deck or their creature(s) have protection from black.
Essence Scatter - 1 Colorless, 1 Blue - Instant - n/a - 1
Counter a creature spell being played.
Unless the creature can't be countered, you'll see your opponent get mad when you knock out their big baddie before it even has a chance to set foot on the battlefield! This is even meaner when used in conjunction with Rise from the Grave!
Negate - 1 Colorless, 1 Blue - Instant - n/a - 2
Counter a non-creature spell being played.
Good to hold on to in case they try to counter one of your spells or try to play a powerful spell.
Sage Owl - 1 Colorless, 1 Blue - Creature, Bird - 1/1 - 2
Flying. When it comes into play and on the battlefield, look at the top 4 cards of your library then put them back on top in any order you wish.
A 1/1 flying pinger with the extra ability of allowing you to setup your next draw or some wishes!
Black Knight - 2 Black - Creature, Human Knight - 2/2 - 1
First strike. Protection from White.
Anything white can't target or deal damage to him and if he gets in a battle, he hit's first! Good for knocking out your opponent's pingers if they have any.
Sign in Blood - 2 Black - Sorcery - n/a - 1
Choose a player to draw 2 cards and lose 2 life.
Good when used with Mind Rot if you want your opponent to lose the 2 cards they just got. You could also choose to draw 2 and lose 2 yourself...
Divination - 2 Colorless, 1 Blue - Sorcery - n/a - 2
Draw 2 cards.
After stacking the top few cards of your deck you could get them right away with this. Also useful if your hand is getting small.
Horned Turtle - 2 Colorless, 1 Blue - Creature, Turtle - 1/4 - 1
A 1/4 creature with no abilities that serves as a good blocker or a pinger. Most likely not to be too much of a concern to your opponents.
Mind Rot - 2 Colorless, 1 Black - Sorcery - n/a - 1
A player you choose discards 2 cards from their hand.
Again, good to use after Sign in Blood. Also a good card to use earlier in the game to eliminate cards in your opponent's hand.
Soul Bleed - 2 Colorless, 1 Black - Enchantment, Aura - n/a - 1
Enchant the creature you choose. Whoever controls the enchanted creature loses 1 life during the Upkeep step of their turn.
Use this on one of your opponent's best creatures to make it a bad thing for them to have it!
Warpath Ghoul - 2 Colorless, 1 Black - Creature, Zombie - 3/2 - 1
A 3/2 creature with no abilities that won't seem like much of a threat to your opponents.
Cancel - 1 Colorless, 2 Blue - Instant - n/a - 3
Counter a spell being played.
Your opponent will hate you when they go to play a powerful spell or creature and you play this and tell them, "No, you can't play that!"
Illusionary Servant - 1 Colorless, 2 Blue - Creature, Illusion - 3/4 - 1
Flying. If it's targeted, you sacrifice it.
This 3/4 flier is good as a blocker, a striker, or as a pain for your opponent to waste an ability on - if they choose to target him.
Phantom Warrior - 1 Colorless, 2 Blue - Creature, Illusion Warrior - 2/2 - 1
This will be a target for your opponent to want to eliminate fast. Nothing can block this creature's attacks.
Wall of Frost - 1 Colorless, 2 Blue - Creature, Wall - 0/7 - 1
Defender. Whenever it blocks a creature, that creature cannot be untapped on it's controllers next Untap step.
Even if it dies blocking your opponent's big creature, that creature is disabled on their next turn.
Clone - 3 Colorless, 1 Blue - Creature, Shapeshifter - 0/0 - 2
Clone may enter the battlefield as a copy of any creature already on the battlefield.
This is ideal for copying your Djinn! This way, Clone is now a Djinn and comes into play on the battlefield with 3 wishes on him! You could also use him to clone one of your opponent's creatures...
Disorient - 3 Colorless, 1 Blue - Instant - n/a - 1
A creature you choose gets -7/-0 until the end of the turn.
Play this when you are being attacked by one of your opponent's strongest creatures to turn it's brute strength into a pinprick!
Snapping Drake - 3 Colorless, 1 Blue - Creature, Drake - 3/2 - 2
A 3/2 flier that's good for slapping your opponent or taking out small fliers.
Sleep - 2 Colorless, 2 Blue - Sorcery - n/a - 1
Choose a player to tap all their creatures and keep them tapped on their next Untap step.
Once you have a good army assembled and ready to strike, play this to disable all of your opponents' forces for this turn and the next, giving you 2 free hits that will probably be enough to kill them! If you are afraid of your opponent attacking on their turn and you've set this card as your next draw, you can use a wish before they attack and disable their forces for 2 turns as well (this is a broken ability because you normally can't play a sorcery on their turn)!
Rise from the Grave - 4 Colorless, 1 Black - Sorcery - n/a - 2
Put a creature from any graveyard into play on the battlefield under your control. That creature is now a Black Zombie as well as whatever colors and types it normally is.
Good to use on your turn if you knock out one of their best creatures! Also, if it's setup for a wish, you can wish it on their turn and have the creature you take ready to fight come your turn...or even use it to bring back a Djinn or Clone!
Air Elemental - 3 Colorless, 2 Blue - Creature, Elemental - 4/4 - 1
This 4/4 flier has no special abilities but is good for blocking and striking!
Djinn of Wishes - 3 Colorless, 2 Blue - Creature,Djinn - 4/4 - 1
Flying. He comes into play on the battlefield with 3 wish counters on him. Pay 2 Colorless and 2 Blue and remove a wish counter at any time to reveal the top card of your library, which you can then play for free or exile it, removing it from the game.
The heart of this deck, the Djinn can cause all sorts of problems for your opponents, not to mention he's a 4/4 flier that can hit as hard as it can block!
Mind Control - 3 Colorless, 2 Blue - Enchantment, Aura - n/a - 1
Enchant a creature you choose. You control the enchanted creature.
A good card for when your opponent has their big guy in play. Set it up for a wish and you can steal their creature right after they play it and hit them immediately on your turn!
This deck has some cool features! First to note, most of the creatures in this deck seem harmless so they won't seem to be much of a concern, especially to opponents with much bigger creatures - which is perfect for the Rise from the Grave and Mind Control spells! Use Cancel and your other Instants to put a halt on your opponents before they become too powerful. Save your Clone creatures to clone your Djinn of Wishes and multiply your wishes! The unique aspect of the Djinn of Wishes (also due to make this a broken card) is the fact that you can make a "wish" instantly, during any turn, which allows you to play the top card of your library for free - this could be any card type, including Enchantments and Sorceries, or even a creature! Use Ponder and Sage Owl to stack your next draw and setup your Djinn for some good wishes! Once you obtain Sleep and you have enough creatures to stomp your opponent in a big swing or two, play it and watch them fall! Works every time!
Exalted Army Deck - Magic The Gathering Deck Ideas
As the title of this deck suggests, the Exalted ability is abused and exploited religiously throughout this deck! The now 68 cards in this powerful deck are:
Card Name - Mana Cost(s) - Card Type - Power/Toughness Rating - Quantity
Plains - n/a - Basic Land, Plains - n/a - 8
Taps for White Mana.
Most of this deck is focused on white so there are 8 plains in here.
Island - n/a - Basic Land, Island - n/a - 5
Taps for Blue Mana.
A few cards call for blue so there are just 5 islands in this deck.
Forest - n/a - Basic Land, Forest - n/a - 7
Taps for Green Mana.
A lot of this deck requires green so I put in 7 forests.
Cards by Mana Cost:
Akrasan Squire - 1 White - Creature, Human Soldier - 1/1 - 1
A nice little 1/1 that'll boost your big attacker and will mostly be missed as a target.
Angelsong - 1 Colorless, 1 White - Instant - n/a - 3
Prevent all combat damage that would be dealt this turn. Pay 2 Colorless to Cycle this card from your hand.
You can hold onto this card in case you are getting attacked bad or you can cycle it at any time and draw a card in return.
Sighted-Caste Sorcerer - 1 Colorless, 1 White - Creature, Human Wizard - 1/1 - 3
Exalted. Pay 1 Blue to give him Shroud until the end of the turn.
Another nice 1/1 creature who boosts your main attacker. This one you can give shroud to in order to prevent him from being a target.
Sigiled Paladin - 2 White - Creature, Human Knight - 2/2 - 1
First Strike. Exalted.
A nice 2/2 creature that hits first and also boosts your main attacker!
Deft Duelist - 1 White, 1 Blue - Creature, Human Rogue - 2/1 - 2
First Strike. Shroud.
This 2/1 creature can be a brutal attacker when it's boosted by your exalted abilities! Shroud makes her untargetable and she hits first!
Trace of Abundance - 1 Red or White, 1 Green - Enchantment, Aura - n/a - 1
Enchant a land you choose. The enchanted land has Shroud. When the enchanted land is tapped for mana, it's controller adds a mana of any color to their mana pool in addition to the mana it normally produces when it's tapped.
This is great for a sweet boost to your mana production because it can give you one mana of any color plus the color it gives normally. Great for the multicolored spells in this deck!
Sigil Blessing - 1 Green, 1 White - Instant - n/a - 1
Choose a creature you control to get +3/+3, while the rest of your creatures get +1/+1, all until the end of the turn.
This card is ideal for taking advantage of Finest Hour. You can use it for a good attack or a strong block at any time though.
Steward of Valeron - 1 Green, 1 White - Creature, Human Druid Knight - 2/2 - 2
Vigilance. Tap to add 1 Green Mana to your mana pool.
This 2/2 creature is nice because it doesn't have to tap when it's attacking, leaving it useful if you need an extra green mana to play a spell.
Jhessian Infiltrator - 1 Green, 1 Blue - Creature, Human Rogue - 2/2 - 1
With all the exalted boosts in play, this rogue is capable of obliterating your opponent easily. Tends to be a major target for good reason!
Excommunicate - 2 Colorless, 1 White - Sorcery - n/a - 1
Put the creature you choose on top of it's owner's library.
This is good to use on your own Welkin Guide so you can play it for it's ability once more, but you can use this to get rid of an opponent's creature for a turn as well. Also useful if one of your creatures have been pinned with certain enchantments that prevent it from being useful.
Guardians of Akrasa - 2 Colorless, 1 White - Creature, Human Soldier - 0/4 - 2
A nice 0/4 blocker who helps to boost your main attacker!
Oblivion Ring - 2 Colorless, 1 White - Enchantment - n/a - 1
When this comes into play on the battlefield, choose a non-land permanent to exile and remove from the game. When this leaves the battlefield, return the exiled card back to play on the battlefield under its owner's control.
Good for getting rid of a big creature or an aggravating artifact or enchantment!
Court Archers - 2 Colorless, 1 Green - Creature, Human Archer - 1/3 - 2
A nice 1/3 creature that can block flying and also pumps up your main attacker.
Gift of the Gargantuan - 2 Colorless, 1 Green - Sorcery - n/a - 1
Look at the top 4 cards of your library, then you may reveal a creature card and/or a land card from those 4 and put them into your hand and the rest on the bottom of your library in any order you wish.
Great for giving you an extra land, creature, or both!
Mighty Emergence - 2 Colorless, 1 Green - Enchantment - n/a - 1
Whenever a creature with power 5 or greater comes into play on the battlefield under your control, you may put 2 +1/+1 counters on it.
This is a mock card! I put this in here solely for the purpose of fooling my enemies - there is no card in this deck that uses this ability (nothing needs it)! If anything it is useful for wasting one of your opponent's spells to get rid of it - it's otherwise a very powerful card and is an automatic target! Again, I left it in just to terrorize my opponents!
Topan Ascetic - 2 Colorless, 1 Green - Creature, Human Monk - 2/2 - 1
Tap an untapped creature you control to give this creature +1/+1 until the end of the turn.
One of the most brutal cards in this deck, you can tap into it using all of your other creatures and then swing with it and gain the exalted ability on top of it's already huge power! It's a double stacked wallop that can take down pretty much anything!
Wall of Denial - 1 Colorless, 1 White, 1 Blue - Creature, Wall - 0/8 - 1
Defender, flying, shroud.
It's a 0/8 blocker that can block flying and can't be targeted - very nice defense!
Qasali Ambusher - 1 Colorless, 1 Green, 1 White - Creature, Cat Warrior - 2/3 - 1
Reach. If you are being attacked by a creature and you control both a forest and a plains, you can immediately play this creature for free as if it were an instant.
The ultimate anti-blitzer, this guy can block flying, especially if you're under attack and he's still in your hand! Hold onto him for when you need the block!
Sigil of the Nayan Gods - 1 Colorless, 1 Green, 1 White - Enchantment, Aura - n/a - 1
Enchant a creature you choose. The enchanted creature gets +1/+1 for each creature you control. Pay either 1 white or 1 green to cycle this card if it's in your hand.
Again, another brutal card when teamed up with exalted, this one will give the creature enchanted with it another +1/+1 boost for each creature you control on the battlefield!
Wildfield Borderpost - 1 Colorless, 1 Green, 1 White - Artifact - n/a - 1
You may pay 1 Colorless and return a basic land you control to your hand instead of paying this card's normal mana cost to play it. This card comes into play on the battlefield tapped. Tap this card to add either green or white mana to your mana pool.
This is a very nice artifact because you can swap it out with one of the basic lands you have in play instead of paying for it normally. On the turn I get this, I normally tap a land I have in play, bring it to my hand, put this in play tapped, then play that land for my turn! Because of this ability, any of the Borderpost cards can help add off colors to any color decks!
Lorescale Coatl - 1 Colorless, 1 Green, 1 Blue - Creature, Snake - 2/2 - 2
Whenever you draw a card you may put a +1/+1 counter on this creature.
Another good creature for this deck that just keeps getting bigger!
Bant Charm - 1 Green, 1 White, 1 Blue - Instant - n/a - 1
Choose one - Destroy an artifact you choose - or - put a creature you choose on the bottom of it's owner's library - or - counter an instant spell being played.
Good for destroying a pesky artifact, getting rid of a problem creature, or countering an instant (probably a counter itself)!
Giltspire Avenger - 1 Green, 1 White, 1 Blue - Creature, Human Soldier - 2/2 - 1 NEW!!
Exalted. Tap to destroy a creature of your choice that dealt damage to you this turn.
This is a great creature to have in your arsenal for this deck. It adds to the Exalted ability and also grants a nice defense against an attacker making it tough for your opponent to sacrifice a creature should they decide to attack you.
Rhox War Monk - 1 Green, 1 White, 1 Blue - Creature, Rhino Monk - 3/4 - 3
This is a good main attacker solely for it's lifelink ability! Coupled with the exalted ability you can be sure this guy will keep your life total very high!
Resounding Silence - 3 Colorless, 1 White - Instant - n/a - 1
Remove an attacking creature you choose from the game. Pay 5 Colorless, 1 Green, 1 White, and 1 Blue to cycle this card if it's in your hand. When you cycle this card, you can remove up to 2 attacking creatures you choose from the game.
Remove one of your opponent's creatures from the game, two if you can afford the cycling ability. Remember, cycling means you are discarding the card and drawing a new one in return, a great ability!
Outrider of Jhess - 3 Colorless, 1 Blue - Creature, Human Knight - 2/2 - 1
A nice knight with the exalted ability, adding to the cause.
Tortoise Formation - 3 Colorless, 1 Blue - Instant - n/a - 1
Your creatures gain shroud until the end of the turn.
A nice defensive card to use if your opponent is about to choose and pick off your creatures - this only works if they are being targeted individually though, area effect spells still get through.
Godtoucher - 3 Colorless, 1 Green - Creature, Elf Cleric - 2/2 - 1
Pay 1 Colorless and 1 White and tap her to prevent any damage to be dealt to a creature with 5 or more power this turn.
She's great for securing your main attacker from harm when you attack with him.
Rhox Charger - 3 Colorless, 1 Green - Creature, Rhino Soldier - 3/3 - 2
A really nice creature for this deck, especially useful with the Godtoucher's ability above, you can quickly mow down your opponent's forces taking advantage of the stacking exalted abilities when Rhox Charger is your main attacker.
Welkin Guide - 4 Colorless, 1 White - Creature, Bird Cleric - 2/2 - 2
Flying. When this comes into play, a creature you choose gains +2/+2 and flying until the end of the turn.
This ability is great, not only boosting your main attacker by two, but also granting it flying, allowing it to avoid creatures who can't block fliers.
Soul's Might - 4 Colorless, 1 Green - Sorcery - n/a - 1
Put X +1/+1 counters on the creature you choose, where X was that creature's power.
Use this card almost exclusively with the one just below here. If used correctly, you can make a massively huge creature that can only get bigger next turn. If your opponents don't forfeit the game after Finest Hour comes out, they might when you use this spell after swinging twice with your main attacker with Finest Hour in play - however huge your attacker is then, had just been added to it in the form of counters!
Finest Hour - 2 Colorless, 1 Green, 1 White, 1 Blue - Enchantment - n/a - 1
Exalted. Whenever one of your creatures attacks alone, if it was during the first combat phase of the turn, untap your lone attacker. When this combat phase is done, you get another combat phase.
In this deck, this card is notorious for causing opponents to forfeit. As if the stacking ability of Exalted wasn't enough (and this card adds to it, too) now your lone attacker is granted a second swing every turn and, if he indeed attacks alone on the second swing, you get to apply the stacking Exalted ability yet again! During that second swing is when your opponents will almost always forfeit the game they are inevitably losing - if they haven't then though, pull out Soul's Might and see if they want to stay in then!
Waveskimmer Aven - 2 Colorless, 1 Green, 1 White, 1 Blue - Creature, Bird Soldier - 2/4 - 2
A bird soldier with good toughness that adds to the Exalted ability.
Clarion Ultimatum - 2 Green, 3 White, 2 Blue - Sorcery - n/a - 1
Pick 5 permanents in play that you control. For each of those five cards, search your library for a card with the same name and put it in play tapped, then shuffle your library.
Use this either on creatures you have more than 1 of or lands. Nice spell to double-up some reinforcements and/or resources.
Wow, what a monster deck this is! Of all my decks, this has got to be the most hated and feared. Now, I'm not saying it's impossible to defeat as it surely has been toppled several times, but once it gets going...
You have a multitude of cards granting the Exalted Ability, which is - Whenever a creature you control attacks alone, they get +1/+1 until the end of the turn. This ability stacks so for every card in play with it, you get that many temporary boosts during the attack. Granted, you can only attack with one creature at a time, but that's why there are so many different creatures with different extra abilities to take advantage of in order to hack through your opponent's defenses.
If the Exalted ability wasn't enough, other abilities can add to the destructive power at hand in this deck, and to top it all off, two cards - Finest Hour and Soul's Might - were practically made for this deck! Sigil of the Nayan Gods placed on either Rhox War Monk (damage delt is life gained through the Lifelink ability) or Topan Ascetic (tap untapped creatures you control gives this creature +1/+1 for each) for devastating results. Deft Duelist can't be targeted AND hit's first with it's First Strike ability, making it a great attacker when your opponent has some good creatures defending them and, should they feel defended well with creatures who have protection from you, use Jhessian Infiltrator's unblockable ability to render their defenses useless.
My "Millie" Deck! - Magic The Gathering Deck Ideas
Using a mix of sets and being built with 10th Edition on up through Alara, I bring you the fun game of "Mill" your opponents! Millie wins by milling (placing the top card of a library into it's owner's graveyard) your opponents to death! What's more is your opponents will be hard pressed to play any spells, unless they enjoy suicide! The 64 card deck, now:
Card Name - Mana Cost(s) - Card Type - Power/Toughness Rating - Quantity
Island - n/a - Basic Land, Island - n/a - 7
Sunken Ruins - n/a - Land - n/a - 1
Swamp - n/a - Basic Land, Swamp - n/a - 5
Mountain - n/a - Basic Land, Mountain - n/a - 4
Grixis Panorama - n/a - Land - n/a - 1
Terramorphic Expanse - n/a - Land - n/a - 1
Reliquary Tower - n/a - Land - n/a - 2
Cathartic Adept - 1 Blue - Creature, Human Wizard - 1/1 - 2
Drowner Initiate - 1 Blue - Creature, Merfolk Wizard - 1/1 - 3
Merrow Witsniper - 1 Blue - Creature, Merfolk Rogue - 1/1 - 1
Memory Sluice - 1 Blue or Black - Sorcery - n/a - 2
Elsewhere Flask - 2 colorless - Artifact - n/a - 1
Broken Ambitions - X colorless, 1 Blue - Instant - n/a - 1
Call to Heel - 1 colorless, 1 blue - Instant - n/a - 1
Sygg, River Cutthroat - 2 Blue or Black - Legendary Creature, Merfolk Rogue - 1/3 - 1
Drowner of Secrets - 2 Colorless, 1 Blue - Creature, Merfolk Wizard - 1/3 - 1
Noggle Ransacker - 2 Colorless, 1 Blue or Red - Creature, Noggle Rogue - 2/1 - 1
Mind Funeral - 1 Colorless, 1 Blue, 1 Black - Sorcery - n/a - 1
Dream Fracture - 1 Colorless, 2 Blue - Instant - n/a - 1
Jace Beleren - 1 Colorless, 2 Blue - Planeswalker, Jace - n/a (3 loyalty) - 1
Scepter of Insight - 1 Colorless, 2 Blue - Artifact - n/a - 1
Sanity Grinding - 3 Blue - Sorcery - n/a - 1
Font of Mythos - 4 Colorless - Artifact - n/a - 2
Fallowsage - 3 Colorless, 1 Blue - Creature, Merfolk Wizard - 2/2 - 1
Sudden Impact - 3 Colorless, 1 Red - Instant - n/a - 2
Swans of Bryn Argoll - 2 Colorless, 2 White or Blue - Creature, Bird Spirit - 4/3 - 1
Memory Plunder - 4 Blue or Black - Instant - n/a - 1
Covenant of Minds - 4 Colorless, 1 Blue - Sorcery - n/a - 1
Counterbore - 3 Colorless, 2 Blue - Instant - n/a - 1
Evacuation - 3 Colorless, 2 Blue - Instant - n/a - 1
Telemin Performance - 3 Colorless, 2 Blue - Sorcery - n/a - 1
Nemesis of Reason - 3 Colorless, 1 Blue, 1 Black - Creature, Leviathan Horror - 3/7 - 1
Incendiary Command - 3 Colorless, 2 Red - Sorcery - n/a - 1
Drastic Revelation - 2 Colorless, 1 Blue, 1 Black, 1 Red - Sorcery - n/a - 1
Beseech the Queen - 3 x 2 Colorless or Black - Sorcery - n/a - 1
Forced Fruition - 4 Colorless, 2 Blue - Enchantment - n/a - 3
Extractor Demon - 4 Colorless, 2 Black - Creature, Demon - 5/5 - 1
Inundate - 3 Colorless, 3 Blue - Sorcery - n/a - 1
Isleback Spawn - 5 Colorless, 2 Blue - Creature, Kraken - 4/8 - 3
Thought Reflection - 4 Colorless, 3 Blue - Enchantment - n/a - 1
As if the milling alone wasn't enough, taking advantage of Isleback Spawn can be achieved even by drawing your own cards! Fortunately for you, Forced Fruition only effects your opponents! With Jace and an army of Merfolk Wizards, you should find your opponents at wit's end throughout the game!
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