Magic : the Gathering - Theme Decks by Dave Booth. Some of these combos I gleaned from the Net, others are of my own design, and a few come with the Spells of the Ancients expansion - so may be useful to non-SoTA owners, as you don't need the extra SoTA cards to make them work. "Khabal Pump" (black) (The Pestilence version, a variant on the Pump with Diamond Valleys in my Manalink review.) You need the Spells of the Ancients expansion for this one. Khabal Ghoul is a 1/1 black critter that gains 1/1 for each creature put into the graveyard. So, play a black weenie deck and get KG out soon and slap an Unholy Strength on him to make him 2/3. Then bring Pestilence into play. Bang away with the Pestilence to beat down your opponent's weenies, all the time feeding that Ghoul. After a few rounds hit your opponent with your Super Ghoul. CoP:Black to save yourself from hits is a useful add-on. If you like Green, add style with one or two Fungusaurs. As you tickle them with Pestilence, they'll get stronger. "Paladin Poke" (white/blue) Northern Paladin is a 3/3 white critter with the ability to destroy black permanents. Sleight of Mind is a blue enchantment that will change this to any colour you like, making it and Northern Paladin a sure fire combo against mono creature decks. A further advantage can be had by protecting him using Wards, which again Sleight of Mind can tune to beat off attacks from burns and Swords to Plowshares. "Tealeaf" (blue) Uses early Counterspells and Unsummons to hold back your opponent whilst you build up mana. Before long you will be in a position to Control Magic any creatures he flings at you, which can be a real annoyance to... Black Death for instance. :) Beware of players using the Duels expansion, as this has Boomerang - a spell that bounces a Controlled creature back to the original owner's hand. For finesse, cast Clone or Vesuvan Doppelganger on every big creature you nick. Two for the price of one. "You don't wanna do that!" (black/green/blue) Another control deck, with a flair. It revolves around getting Lifeforce or Deathgrip, which are enchantments that act as reuseable Counterspells against Black and Green respectively (!). Use early Birds of Paradise, Llanowar Elves, or Dark Rituals to bring the enchantments into play quickly. (Or for real finesse, use an early Fastbond to throw out lots of Forests for a little pain.) If necessary you can tweak the colour with Sleight of Mind, and with luck you'll be able to cakewalk over non-artifact opponents. Of course, if you throw in a few Energy Fluxes (each upkeep, player pays 2 per artifact or sacrifice it) you should cover all the bases. Oh, and watch out for Disenchant and Tranquillity... "Black Death" (black) This works well in a 40-card deck in particular. Spells of the Ancients provides you with Juzam Djinn, who costs BBB to cast and for the penalty of 1 life to you per upkeep, is a meaty 5/5. Stack your deck with Dark Rituals to get the early mana to bring Juzams out, and before long you'll be smacking your opponent every turn. Like all big critter mono decks, this can suffer if your opponent gets out early Meekstones or CoP:Blacks, but speed is of the essence, hence the low card count. "Stasis Birds" (Green/blue/white) This is a hard combo to pull off but is an absolutely 100% lockdown deck. It's difficult to get going against a savvy opponent, because you have to get out the following, in sequence : Birds of Paradise, Instil Energy, Stasis, and finally Kismet. Each round, Instil Energy your Birds, pay the Stasis cost, draw a card, and plough onwards. Any cards your opponent plays are locked down by Kismet. You then relentlessly Millstone him, or if you have it, Karma (duly tweaked with Magical Hack) will slice him up. "Disco Inferno" (Red) One of the many cheesy burn decks... Lightning Bolts, Fireball, Incinerate, Inferno, and some Mana Flares to power it all up. Burn, let it burn. "Damned if you do..." (Red/Artifact) Take a bunch of artifact creatures. Add mana-producing critters (Sisters of the Flame for example) and artifacts (lots of them). Pour on a Manabarbs and Power Surge. What do you get? A deck that hurts players for land they either use or don't use! Say bye-bye to cheesy burns and blue controls. Maybe add a bit of green to get the Elves and Birds out. "Don't mess with TimE" (blue) Time Elemental and Prodigal Sorcerer ("Tim" after the Monty Python character) are the key to this control deck. Four Tims, backed up with Rods of Ruin, provide the poke to keep weenies at bay. Time Elemental is used to throw big critters and enchantments back at their caster. When you've got the control in play, poke away with Tim and co at your opponent. Annoying in the extreme to play against. "Upkeep Hurts" (Green/black/white) Critters, who needs them? The key to this deck is to enchant everything your opponent has with hurt cards : Warp Artifacts, Cursed Land and Psychic Venom on land, Backfire and Wanderlust for the critters. Not surprisingly, burn decks are your nemesis here, so CoP:Red your back. A twist in this theme is to beef it up by land destruction (Armageddon, Desert Twister and Strip Mines feeding a Dingus Egg). "Reanimator" (Black/Artifact) Another nasty black deck. Get a bunch of REALLY big creatures, black and artifact ones, and don't cast them... just churn them into your graveyard and use Animate Dead to bring 'em back at a fraction of the normal cost. (Snicker snicker!) Howling Mines work well at filling that graveyard. The other advantage of Animate Dead of course is that it allows you to nick your opponent's dead creatures. "Urza's Engine" (Artifact) A peculiar, but effective deck that I had the misfortune to encounter on Manalink. This uses the three land cards Urza's Mine, Urza's Power Plant and Urza's Tower, each of which can be tapped for 1 mana, but if all three are in play each produces *3* uncoloured mana. Add Candelabra of Tawnos (X : untap X lands) and you can produce ridiculous amounts of uncoloured mana in short order. This is used to generate Colossus of Sardias and Shapeshifters very quickly. Mind you, I *did* manage to win one game against it using... "Winged Stallion" (White/Blue) ...which uses a variety of flyers (to get past the big but earthbound hitters from the Engine) and a combo of Howling Mines and Island Sanctuary. Island Sanctuary requires you to miss drawing a card, in exchange for which you can only be attacked by islandwalk and flying critters. But with a Mine in play, you only miss one card, so you still get to draw another. Very fragile against counter-magic decks and Tranquillity though. "Twisted" (Blue/Red) This is included in the Spells of the Ancients deck set, but merits mention because most of the facilities are available to non-SoTA owners. This is the single most destructive, controlling deck I've ever seen. Fill your hand with Moxes, Lotuses, Mana Vaults and burn stuff like Fireballs. Top it all off with Timetwister and Wheel of Fortune. Even if you don't get first play, you'll have so much mana-generating ability that the burns will begin to happen in turn one, and Timetwister will conveniently bounce your burn cards back into your library. A phenomenal deck, even when the computer AI is handling it. Totally tournament illegal though. Awww... Just hope your opponent doesn't drop Energy Flux on his first go though! - o -