Bind x4 Catastrophe x4 Silence x4 Changeling x2 (want 4 in deck only have 2) Despair x4 Drain magic x2 (want 4 in deck only have 2) Fly x2 Incinerate x1 Insect swarm x2 Magic bolt x4 Manna x4 Pain x4 Shatter x2 Tempest x2 Triumph x3 Goblin lair x2 Land transfer x2
Goal is to just plain screw with the opponent and slow them down enough but let them level up some territories then nuke everything on the board a couple times let em spend their gold on leveling up and after the nukes use the goblin lair if possible and drop a goblin on a higher level land then land transfer it for some good gold…. Its not the fastest book but its very very brutal it hasn’t lost yet 5 for 5 wins I usually get to clear all creatures off the board 2-3 times depending on length of match and since the cpu usually spends its gold leveling up lands I am able to maintain enough gold on hand to wait till the last few rounds nuke one last time then bind and silence them till the end giving me the win, it takes a little creativity to play and a lot of patience since usually midgame you get thumped on a bit but the lategame is where it shines, I was able to get over 2000gp incinerate once due to a some major catastrophes I got my roar of the butcher (19 creatures at once) and a couple other medals with it the one for no creatures etc..
The main key to the book is patience, patience and more patience… it can look like your loosing for quite some time but in the end it pulls it off.
please comment be it good or bad
Last Edit: Apr 18, 2006 17:15:00 GMT -5 by yelosnow
Ilike the concept of destroying all creatures on the board. But in your deck your rely exclusively on spells, and I think it could be useful to use somr creatures to, I think about archers
183. Archer N ST:20 HP:30 G:40 IL:Weapon T10 damage to target creature
It is to benefit from their ability when you reach the castle. combo with your other spells (magic bolt...) If it is destroyed, it is not a problem, it was cheap.
I think i would play Powder Eaters. Because they are free, you can use their powers when you land on a castle .
If the oppoent lands on a powder eater , either he destroys it, it is not a big loss. (and you will desroyed his creature later with your spells) either he does not have/can summon a creature and have to pay the toll to your mighty powder eater ^^
I prefere these creatures to Goblins Lair, since Goblins Lair cost 1 card to discard . and Goblin don't have special abilities
the main reason i use the lair is that it recycles back to my hand allowing me to drop a few goblins in a row if need be, but i see how i migh be able to utilize the powder eaters ability to sweep across the board, the main idea of the deck was to use no creatures but i think i will try a version adding some creatures with helpfull abilities
I have a book based almost entirely on spells as well. What Sasha said is 100% correct. My deck is based on laping a ton of times (I'll probably post it soon), and once I added cheap creatures that abuse territory abilities, it was much more consistant. Also, in a deck of entirely spells, you can only use one card per turn. When you land on Prophets to draw, you will likely need to discard, which isn't a good thing. You use Goblin's Lair which fixes this problem, but if you decide to cut the card, keep that in mind.
I do believe that Powder Eater will give you much more power than you think. you can multiply it without any penelty to you, because there is nothing else to do with your territory ability. I also believe that it survives Cataclysm, because 50% of 1 rounded down (The damage is rounded down I believe, not possitive though) is 0 damage. And I also second the Archers, as they are very fitting of the deck.
Now, for what your deck dows, heres my suggested Changes: -4 Silence (Why should you care if they play creatures or not?) -2 Changling (Judgement call, I think it costs too much, and if it hits items or something, it's almost useless) -3 Triumph (Only bonus your increasing is the number of laps. I'd say Fairy Light is better, and it retains it's ability to overwrite effects on you.) -2 Goblin Lair (As Sasha and I said, there are better choices. But, I do like this card, and I would understand if you keep it in) -2 Land Transfer (Dead card most of the time. I'd add in something that will help more consistantly)
+2 Holy Word Zero (It can ruin an opponent if their on a warp or something) +2 Evil Blast (Absurdely poweful card, despite the high cost) +4 Archer (Works wonders in this kind of deck) +2 Powder Eater (I'd have to test to see, but I think it will be better than Goblin Lair.) +3 Fairy Light (Usually pays itself off if you time it right, and should usually add 40-50/turn, since your using mostly spells.)
There are my suggestions. I like decks like this, and it looks pretty good. I hope my suggestions help.
WOW I have to say the powder eaters brought this deck to a complete new level!! The can survive double catastrophe’s or a single one with a follow-up plague as the do not take any damage having only 1 hp that whole thought was lost on me I am embarrassed to say I didn’t even think about it… but lol in my defense the book was originally intended to be creature less,
but wow I am now tweaking it a bit more though one of nifty things with the powder eaters is peace (cannot receive offence toll = 0) even though I don’t get a toll I can bounce my powder eater onto a high level land drop peace on it and I have a very secure bit of land value for my Gold total since I nuke a lot and the 1hp guys are immune all I gotta do is keep nukes up and spread the plague VERY EFFECTIVE!
The archers were also ok I dropped the tornado or whatever its called (200g and a discard for 20 dmg…I think) as I don’t want the lil powders blown away and uped my amount of plague’s for the archers…. Ill keep messing with it a bit more as I get other cards and post up a more revised version