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Core set
Custom Creatures pcd 9ed
he "Custom Creatures" deck lets you build giant monsters by combining creature cards with awesome enchantments. Your Elves and Wurms will gain all kinds of special abilities as you turn them into unstoppable attackers!
Early in the game, you'll play small creatures like Norwood Rangers—but they won't stay small. You'll be able to play larger and larger creatures each turn of the game. Since green creatures are usually bigger than other creatures, any creature you play will probably have more power and toughness than the one your opponent plays on the same turn.
Green is all about growth, and your Aura cards let you grow faster than your opponent. Auras are enchantments that you attach to other cards in play. Put Overgrowth on a Forest and you can tap that Forest to get three green mana instead of just one. That lets you play your more expensive cards, like Craw Wurm, earlier than normal.
Treetop Bracers and Blanchwood Armor are Auras that make your creatures bigger. Treetop Bracers provides a moderate strength bonus—its +1/+1 will turn a 2/3 creature into a 3/4 creature—but the important thing is that the creature you enchant becomes very difficult for your opponent to block. Blanchwood Armor is this deck's secret weapon: It turns any creature at all into a gigantic powerhouse. If you play more Forests after the Armor is in play, the Armor counts those Forests as well, so your creature just keeps growing and growing!
The "Custom Creatures" deck contains a pair of Enchantresses that also enable growth. Yavimaya Enchantress gets bigger for each enchantment in play, even if those enchantments belong to your opponent. Verduran Enchantress, on the other hand, doesn't care about size. Its 0/2 stats are tiny, but its power lies elsewhere. It lets you draw an extra card each time you play an enchantment, and drawing more cards means you'll have more creatures and more enchantments to play!
As you play giant creatures and fatten them up with enchantments, keep attacking your opponent. That's how you'll win. If you've got a creature that's bigger than your opponent's blockers, or if you have a creature enchanted with Treetop Bracers that your opponent can't stop, be sure to send it in! Sometimes you'll want to make a bunch of pretty big creatures, and sometimes it's better to make one absolutely humongous creature. That's the best part of the Magic game: How you play is completely up to you.
Lofty Heights pcd 9ed
Blue magic specializes in disruptive spells and flying creatures, and that's exactly what you'll find in the "Lofty Heights" deck. Blue's bag of tricks lets you take control of the game and forces your opponent to play on your terms. Early in the game, your opponent will probably play some small creatures. You don't need to worry too much about them since it will be hard for attacking creatures to get through your Horned Turtles. Puppeteer can tap a creature each turn to prevent it from attacking at all. Even better, Rod of Ruin can zap enemy creatures off the board. One of blue's strengths is its fleet of flying creatures. Creatures with flying are dangerous attackers because they can't be blocked by creatures without flying. The flying creatures in the "Lofty Heights" deck range from the quick Storm Crow to the huge Mahamoti Djinn. Stall your opponent's ground attack while your air attack swoops in. Blue isn't content to win a damage race—it likes to mess with your opponent too. Its best weapon is "countermagic," a kind of spell that makes your opponent's spells fail. For example, if your opponent tries to play a nasty creature, Remove Soul can prevent it from ever hitting the table. When you counter a spell, it goes right to the graveyard without doing anything! Boomerang is another neat trick. If one of your creatures is about to be destroyed, you can Boomerang it safely back to your hand so you can play it again later. You can also use Boomerang to remove one of your opponent's creatures from play for a while. The best trick of all is Confiscate. When you play it, attach it to your opponent's best card and bring it over to your side of the table. That card is now yours for the rest of the game! Blue magic focuses on thought, so it's naturally the best color at drawing extra cards. Drawing more cards means you have more options—and you'll probably find your best cards faster than your opponent will. Thieving Magpie and Archivist dig deep into your deck so you can get to your huge fliers and powerful spells. If your Puppeteer isn't busy, you can use it to untap Archivist to draw even more cards. You'll find that while Mahamoti Djinn will often deal the final blow, it was the card drawing that put you in position to win the game....Army of Justice pcd 9ed
The Army of Justice Theme Deck is an all-White deck, which means it has lots of soldiers, angels and defensive cards. There are a lot of combo cards in this deck but not a lot of huge creatures or devastating attack spells. It takes skill to win with this deck so it's not that great for new players. Each deck does come with a Righteousness and a Glorious Anthem as the rare cards. Army of Justice Thumbs Up: # Glorious Anthem is a great card! # The deck box actually holds cards properly!...Infestation pdc 7ed
You can describe the Infestation deck in four words: Goblins, Goblins, Goblins, and Goblins. Of the decks's sixteen creatures, twelve of them are Goblins. You even get the Goblin King! How do you win with Infestation? Overrun your opponents with Goblins. While your opponent tries to fend off your horde, you can use your instants and sorceries to blow things up. During your first few turns, slap down the Goblins as fast as you can, and then attack with them. You can play eleven of your creatures with three lands or less in play. That means you'll be playing lots of cards during the early parts of the game. Surprise your opponent with Raging Goblin and Goblin Chariot. Since they have haste, you'll be able to attack with them right away. Don't hesitate to use Goblin Digging Team's ability to blow up any Wall in your way so you can get through with your other creatures. Want to make your Goblins truly love you? Play the Goblin King to give all of your Goblins +1/+1. Your Goblins will turn into real threats. Unfortunately, the Goblin King is a Lord, not a Goblin, so it doesn't get the bonus. Don't attack with the Goblin King unless your opponent has no blockers - you don't want your pumped-up Goblins to suddenly get smaller. Infestation has some spells that will help you get your Goblins through your opponent's defenses. "Burn spells", like Shock and Lightning Blast, deal damage directly to a creature or player. Hold on to them until your opponent plays a creature that could block your attackers, and then use one of your burn spells to get that potential blocker out of the way. The enemy creatures won't be able to attack you, and you'll be able to send in your creatures to do more damage. Sometimes Goblins alone aren't enough to finish off your opponent, so Infestation has a few big creatures to do the job. Trained Orgg or Fire Elemental can do some serious damage. Above all, don't hold back. If you hesitate, other decks will gain the advantage. Go all out and you'll win....
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