Subject: Type 1 Artificial
Clerics - Yogus
Creatures
2
Cabal Archon
2 Doomed
Necromancer
2 Scion of
Darkness
3 Nantuko
Husk
3 Rotlung
Reanimator
4 Dark
Supplicant
Enchantments
2
Attrition
Artifacts
2 Jet
Medallion
Sorceries
1 Demonic
Tutor
Instants
2
Undermine
3 Artificial
Evolution
3
Counterspell
3 Mana
Leak
4 Chainer's
Edict
4 Dark
Ritual
Land
4
Island
4 Underground
River
4 Underground
Sea
8 Swamp
Ok, I've seen
thatRotlung Reanimator get's alot of play. Albeit, mainly in Zombie/Cleric
decks. I wanted to go in a different direction though. I wondered, "What would
let me play this in a different way, and then it came to me. Artificial
Evolution (naming Cleric to replace Zombie) played on the Rotlung gives you
infinite clerics. Nearly all the other cards in the deck use this combination,
to utterly decimate the other player. Cabal Archon nets you some valuable life,
while stripping it from the other player. Doomed Necromancer can bring back a
cleric for an extra use, if you feel the need, as well as starting off the chain
of infinite clerics, ditto for the Dark Supplicants, but they give you a nice
Scion to go with the tokens. The Husk becomes monstrously huge! Attrition allows
you to remove all of their creatures(so long as they aren't black). Jet
Medallion can help out a bit by reducing the cost of playing some of the other
creatures, in the event you get a bad draw. Undermine adds insult to injury, and
the other two counters are there just for kicks. Chainer's Edict is good for
getting rid of early damagers. Ritual can get you one or more of the creatures
on the first turn. Certain other cards are easliy exchangable, for instance, if
you'd like to drop a bomb after making a vast number of cleric tokens, try
Profane Prayers instead of the Scions, or the Medallions. Oh, and please do note
that if you heppen to get two or more Rotlungs out with and Evolution played on
each of them, you're clerics will increase geometrically! Have fun.