Last night, I played some Magic (over Magic Workstation) with my internet friend mAc Chaos. He had only learned MWS recently, and so he only had a few decks, but we played a total of seven games. Allow me to tell you about them!
For the first game, I chose an all-Eventide white-black hybrid deck that I had created by simply throwing a bunch of white-black hybrid cards together and calling it a deck. He played a version of Astral Slide, a famous deck which I had heard of but never seen.
I started out with Nip Gwyllion, immediately enchanting it with Edge of the Divinity. Since his deck was a little slower, I got quite a bit of damage through before he managed to get rid of it. However, by that time I had the advantage of momentum, and my Nightsky Mimics and Voracious Hatchlings gobbled him up.
In the next game, I wasn't so lucky. Everything I played got burned away before it could deal significant damage, and even though my Gwyllion Hedge-Mages seemed to disturb him, Astral Slide took care of the tokens with ease, and Lightning Rift finished off everything else. So I died.
Then for the next game, I switched to a Lorwyn/Shadowmoor all-Enchantment deck I had, hoping that my Runed Halos and Declarations of Naught would permanently protect me from his Lightning Rifts and Exalted Angels. However, since all he had done with most of his cycling cards in the previous games was cycle them, I hadn't really paid attention to what they actually DID. So when he Wiped me Clean, there wasn't much I could do. And with Astral Slide, I couldn't even make Hoofprints of the Stag tokens without them dying instantly. So I died.
Then after a break, we switched decks. He played black Clerics, and I played a white Cleric combo deck based on Nomads en-Kor, Daru Spiritualist, and Worthy Cause (with plenty of backups), plus Test of Endurance to seal the deal. This is a cheap (in the sense of low mana cost, but also, arguably, in the sense of lame) combo I learned from a friend. Here's how it works: the Nomads can use their redirection ability targeting the Spiritualist. Even though the ability won't necessarily do anything, the Spiritualist's ability still triggers, and he gains +0/+2. Since the Nomads' ability costs 0, I can continue doing this until the Spiritualist's toughness is arbitrarily high. Then I use Worthy Cause to sacrifice the Spiritualist, gaining however much life I feel like. Then, of course, if I can play Test of Endurance and keep it there for a turn, I just win. And if not, then hopefully the fact that my deck is 90 cards will keep me alive long enough to deck the opponent, since most of my creatures are not especially strong.
Anyway, I started off with a couple of Children of Korlis to protect me until I could get the combo out. Mac had various awesome Clerics like Withered Wretch, Cabal Archon, and Dark Supplicant. However, I eventually got the combo off, and he scooped.
I didn't want to play that deck again since it's not really that fun, and it's much less exciting when the opponent knows exactly what you're up to. So I switched to an experimental blue-red-black deck I had recently made that was based on Underworld Dreams plus Wheel of Fortune-type effects. However, I never drew Underworld Dreams, so I just sat there while he broke my face. I don't plan on playing that deck much in the future.
Then I switched once more, to a mono-red Elemental deck that can have a very fast start and has some quite potent synergies. As I played, I even discovered an awesome two-card combo (sort of): Flamekin Harbinger and Nova Chaser. Just champion the Harbinger with the Chaser, then charge, and when he dies, the Harbinger comes back into play, allowing you to summon up another Chaser. I only had 2 Nova Chasers in my deck at the time, so I couldn't make quite as good use of this combo as I had wanted to, but I later put two more Chasers in for the future. The deck also has Incandescent Soulstoke, Rite of Flame, and Smokebraider to get it going very quickly. But the real point of the deck was to combine one of my all-time favorite cards, Grinning Ignus, with guys like Cinder Pyromancer (conveniently also an Elemental) and Balefire Liege. With either of these in play, you can pop the Ignus repeatedly to hurl damage at your opponent's head without even having to attack. In the first game, though, Nova Chaser did most of the work, with Cinder Pyromancer just cleaning up.
The next game (a rematch) didn't go quite so well in my favor, but I managed to abuse my deck's synergies as ruthlessly as possible. Even his dreaded Scion of Darkness died before it could do any real damage. This game lasted a while with a lot of trading back and forth, and we both got down to 1 life, but I managed to draw more dudes and finish him off.
So that's my report. I really enjoy playing a wide variety of decks, and I got to play 5 different decks that night, so it was quite fun. It was also useful to learn what worked and what didn't in various decks; the Underworld Dreams deck turned out to be pretty much useless (since the card advantage it gives the opponent often vastly offsets the damage they're dealt), and I discovered new synergies in other decks that I hadn't noticed before (the Nova Chaser/Flamekin Harbinger one in particular). I won't bother with posting decklists, since I described the basic function and important cards of each deck. (Also, I don't have Mac's decklists, and we both modified our decks afterward, so any decklists I posted wouldn't even be complete or accurate.) I'm excited to play more, and I've already thrown together some new decks. I'll also try to make some more hilarious decks; my Cleric combo and all-Enchantment decks were intended to be hilarious, but one was just rather straightforward and the other got completely destroyed. But I have plenty more up my sleeve; and for that reason, I'm off to the tailor to get these rips in my sleeve mended.
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