Halo's Nature/Darkness Removal Beatdown Deck (for Duel
Yammers)
This is my Duel Masters deck. It's a
Beatdown that uses Nature for mana acceleration and Darkness for power and kill
spells. It includes nine kill spells to get rid of blockers and large
attackers. Here's the list:
Nature
cards:
4x Bronze Arm
Tribe
3x Mighty
Shouter
1x Ultimate
Force
3x Natural
Snare
2x Thorny
Mandra
3x Roaring
Great-Horn
Darkness
cards:
2x Writhing Bone
Ghoul
2x Bone Assassin, the
Ripper
2x Bone
Spider
2x Terror
Pit
4x Death
Smoke
4x Bloody
Squito
2x Dark
Reversal
3x Wandering
Braineater
2x Zagaan, Knight of
Darkness
1x Deathliger, Lion of
Chaos
2x Dark
Clown
Notes: this deck works to bring out
its lone Deathliger or one of the Great Horns. It's a pretty simplistic deck,
with Dark providing power, blockers, and 6/9 kill spells. Nature provides mana,
three Natural Snares, and the Roaring Great-Horns. I've found Terror Pits to be
very useful and very frustrating for your opponent-- there's nothing funnier
than paying 4 mana to kill the Astrocomet Dragon they had in their hand since
turn 1 that hasn't even attacked yet.
Bone assassin-- the ripper is useful
for scoring a couple of hits on their shields, as your opponent is frequently
unwilling to block it and lose their blocker. The Writhing Bone Ghouls are just
in the deck to provide some early game advantage, and I use the Dark Reversals
to bring back the Bloody Squitos and the Dream Clowns after i've used
them.
Please send any email to Halo158@aol.com
Ted