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
x4 Illusionary
Merfolk
x4
Corile
x4 Angler
Cluster
x4 Aqua
Hulcus
x4 Aqua
Jolter
x4
Emeral
x4 Aqua
Guard
Spells
x4 Spiral
Gate
x4
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:
Water:
Darkness:
Fire:
Nature:
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.