[mailto:fortran_man@hotmail.com] Champions Block Deck - R/W Samurai Swarm Land: 22 10 Mountain 10 Plains 1 Eiganjo Castle 1 Shinka, the Bloodsoaked Keep Creatures: 17 4 Battle-Mad Ronin 4 Konda's Hatamoto 4 Brothers Yamazaki 3 Nagao, Bound By Honor 2 Godo, Bandit Warlord Spells: 16 4 Glacial Ray 4 Candles' Glow 4 Blessed Breath 4 Call to Glory Artifacts: 5 1 Konda's Banner 2 Tenza, Godo's Maul 1 Oathkeeper, Tekno's Daisho 1 General's Kabuto A popular and given archetype from Godo's ability, it was just a given for samurai. Quick samurai include the Battle-Mad Ronin and Konda's Hatamoto. Both can become extremely powerful quickly. The Ronin may have to be constantly attacking, but if he's blocked, he's a 3/3, allowing him with great possibility to take out the blocker as well; otherwise, it's just a point of damage. Guess which one is more likely to be chosen? I've noticed that whenever a creature with bushido is attacking, it's usually best to let them go through, rather than lose a creature. It's that little annoying boost that really just states them to be more powerful than actually stated. The legends are plenty in this deck. Brothers Yamazaki defy the Legendary rule, making four copies acceptable. Plus, they're really nasty, becoming 4/3 hasters for just a 3-drop. Powerful and cheap, especially nice for Konda's Hatamoto. Unfortunately, Nagao, Bound by Honor, holds this title. A 4-drop that becomes a 4/4 when attacking, bonuses to all samurai, and can kill a 5-toughness blocker (i.e. Legendary Dragon) is a very nice package. Godo, Bandit Warlord, finishes the samurai theme by allowing them to attack twice. Bringing out equipment is another nice touch. Bring in Konda's Banner to give every samurai a huge boost and even more if they share colors. Tenza, Godo's Maul, is more flexible, since it doesn't require a legend to equip. Giving the Ronin, a Brother, or Godo +1/+1 and trample is just nasty, and Brother and Godo get even bigger. Oathkeeper can help keep certain samurai from dying from nasty kill spells. Course, General's Kabuto can do the same and great if you need to switch to defensive for a while, but I doubt it as this deck is purely offensive. The spells are arcane and splicable. Glacial Ray can finish off any annoying blockers, or at least deal the last few points to the opponent. Blessed Breath can be a nice trick to save a samurai, or at least allow him to punch on through. Candles' Glow is perfect to let you live a little longer, and all these spells can be spliced onto one another as well for more fun. Call to Glory is a wonderful combat trick especially designed for samurai, so use that as well. Speed is this deck's downfall and threats are to be taken out quickly. Creature kill reigns supreme as usual in any creature deck. The point is to try and stop them early, before they grow out of proportion. Rend Flesh one of the two Brother Yamazaki to screw over the other one, or at least the legend that is helping Konda's Hatamoto grow. An early Hideous Laughter can somewhat act like a Wrath of God to the samurai. Red pinpoint burn should take out early threats, with Yamabushi's Flame for an non-attacking Nagao or unequipped Godo. Since combat tricks seem to also be in favor, blue's bounce should be taken advantage of it. Same tactics as creature kill, hit them early or at least trick them in the late game. All except for Godo are 4-drops or less, making them all susceptible to Thoughtbind. Green can easily outmuscle the samurai, although it shouldn't always be counted on. While the samurai are cheap for they're power, it isn't exactly a swarm deck. Green's speedy mana acceleration should easily bring forth huge powerhouses to humble these samurai. White holds many combat tricks as well against their own type. Samurai of the Pale Curtain's a cheap samurai not included in this deck due to the double-white casting cost. However, the real threat to this deck would be the Kitsune Blademaster. The only creature (I think) with first strike in Kamigawa should be considered a threat especially with bushido. Simple pumping from cards like Kodama's Might and Call to Glory allows the Blademaster to pick off the attackers. Sensei Golden-Tail can train his creatures to out-bushido the samurai, and for Eight-and-a-Half-Tails, means a nice blocker. - Natsume NOTE: This is just my version of what the deck should be, as well as my thoughts on playing with the deck and against it, although I think playing with it is self-explanatory. Should there be any concerns or better ideas, feel free to tell me so at FORTRAN_MAN@hotmail.com