From: GenStd4@aol.com [mailto:GenStd4@aol.com]
Mono Deck Tips-The Dark Advocate

 

   Greetings everyone! I've been tinkering around with a ton of decks lately, an after much playtesting, and much card sorting, I realized I had never, really, used much of a mono deck before. I tried Mono-Nature and Mono-Fire, but I really didn't like not having blockers. Then, I tried a Mono-Light, but unless Alcadeias got to swing for 2 sheilds, or I drew a diamond cutter, things went a little too slow for my liking. So, that left Darkness and Water too try out.

 

   So, I decided to try and build a Mono-Water deck. Here is what it looks like now...

 

Creatures

x4 Crystal Lancer

x4 Illusionary Merfolk

x4 Corile

x4 Angler Cluster

x4 Aqua Hulcus

x4 Aqua Jolter

x4 Emeral

x4 Aqua Guard

Spells

x4 Spiral Gate

x4 Crystal Memory

x2 Psychic Shaper

x2 Brain Serum

 

   I went with 44 cards because it can do a lot of drawing, and I don't want to deck out. At it's full potential, it can draw up to 28 cards, +5 shields, only leaves me with a 11 card deck. Not counting drawing each turn, either. However, even though it unlikely, I'd liked to have my bases covered.

 

   The whole point of my little article/tip/thingy is what are some great cards to use in Mono-Anything decks. Most of these mono support cards are from Rampage of the Super Warriors, which is a set I know a lot of people are not fond of. Also, these are the only ones I looked at too. So...

 

   Anyway, here are the cards that are meant for Mono:

 

Light:

Alek, Solidity Enforcer

Sparkle Flower

Ur Pale, Seeker of Sunlight

Screaming Sunburst

Alcadeias, Lord of Spirits

 

Water:

Angler Cluster

Chaos Fish

Psychic Shaper

 

Darkness:

Mudman

Scratchclaw

 

Fire:

Armored Warrior Quelos

Baby Zoppe

Blaze Cannon

 

Nature:

Masked Pomegranate

Raging Dash-Horn

 

   You can all thank me later for hyperlinking all of that for you all.

 

   Anyway, I think it's important that I get too why Mono is something special. One thing it offers is "mana security." By that, I mean you are always going to have the right color mana to summon your creatures and cast your spells. In decks that run 3+ colors, that can be a real problem. Even in an early game for dual civ. decks, you might not have the right mana for certain cards. It could quite possibly happen. Second, you can really embrace the civilizations strength by going mono. Sure, it also may make it's natural weakness pretty hard to overcome, but if you focus on what it does best, it can out perform the opponents best attempts at hitting your decks Achilles heel.

 

   In my mono-water deck, I'm almost never going to be low on cards in my hands, always giving me options. Even after a Lost Soul hit,(which has happened twice), I can recover quicker then normal. Mono-Nature, para example, gets a large mana base to summon it's stronger creatures quicker. Fire's creatures get more powerful, and Darkness can get even more destruction out. Light gets more tapping, and gets Alcadeias, a great card in it's own right for Mono-Light.

 

   This is just my opinion on mono-type decks, and hopefully might be an alternative to all the Nature/Light, Fire/Dark, Water/Darkness decks going around.

 

   Any questions can be sent to me at GenStd4@aol.com . Any weird...or just plain creepy e-mails will be deleted, and those people will be put on my pink construction paper hate list. Which is a very scary place to be.