9th Edition Ninth Edition Core Set Dead Again Preconstructed Theme Deck Mtg

9th Edition has five monocolored theme decks.[1]

Contents

  • 1 Decklists
    • 1.1 Army of Justice
    • 1.2 Custom Creatures
    • 1.iii Expressionless Once more
    • i.4 Lofty Heights
    • 1.five World Aflame
  • 2 References

Decklists [ ]

Army of Justice [ ]

Army of Justice is a white theme deck.

" White magic is all virtually taking control of combat, and that's exactly what the Army of Justice deck lets you practice. You can lock your opponent's biggest creatures out of the battle entirely, then selection off the leftover smaller creatures that dare to fight you. Your cheap creatures let yous strike early, before your opponent's defenses are up, and and then your Angels can cease the game with a powerful air set on.

To commencement the battle off on the correct foot, play efficient creatures such as Suntail Hawk and Veteran Condescending to beginning dealing harm to your opponent correct abroad. If you get Glorious Canticle into play, it will make your entire army bigger at one time. Presently your opponent will get some creatures into play as well, and that's when things showtime to get interesting.

The Army of Justice deck is loaded with gainsay tricks. These spells and abilities make certain y'all get the upper hand in whatsoever battle. For instance, Infantry Veteran gives one of your attackers the heave it needs to win a fight. Attack with some creatures, then wait until your opponent blocks them. Now you lot know which of your creatures well-nigh needs a +ane/+1 bonus. If you lot're blocking, the spell Righteousness works the same way—except it boosts one of your blockers, and the boost is +seven/+vii instead of +ane/+one!

Crossbow Infantry and Ballista Squad have a different kind of combat trick. Instead of making your creatures bigger, they deal damage to your opponent's attacking or blocking creatures. This can let i of your modest creatures take down one of your opponent's big ones. Even better, your opponent may be agape to enter combat at all! The Infantry and the Ballista tin can wipe out enemy attackers and blockers before they deal damage to you lot and your creatures.

Chastise, Pacifism, and Principal Decoy provide even more powerful ways to control combat by taking enemy creatures out of the fight. Don't waste Chastise or Pacifism on little creatures that yous can handle anyhow. Relieve these cards for the creatures that really count! Main Decoy prevents a dissimilar creature from attacking or blocking each turn. If you want to utilize Master Decoy'due south ability to stop a creature from attacking, your opponent needs to requite you lot a chance to practice that.

Working together, your smaller creatures can grab control of the battle from larger enemies. And in one case they have information technology, they don't let go!

 "

ArmyofJustice.jpg

The 2 rares in this deck are Glorious Anthem and Righteousness.

Custom Creatures [ ]

Custom Creatures is a green theme deck.

" The Custom Creatures deck lets you build giant monsters by combining fauna cards with awesome enchantments. Your Elves and Wurms will proceeds all kinds of special abilities every bit you lot turn them into unstoppable attackers!

Early on in the game, yous'll play small creatures like Norwood Ranger—but they won't stay small. Y'all'll be able to play larger and larger creatures each plow of the game. Since green creatures are normally bigger than other creatures, any creature yous play will probably have more ability and toughness than the 1 your opponent plays on the same plough.

Green is all most growth, and your Aura cards permit you lot grow faster than your opponent. Auras are enchantments that you adhere to other cards in play. Put Overgrowth on a Forest and you lot tin can tap that Wood to go {G} {G} {G} instead of just {G} . That lets you play your more expensive cards, like Craw Wurm, before than normal.

Treetop Bracers and Blanchwood Armor are Auras that make your creatures bigger. Treetop Bracers provides a moderate force bonus—its +1/+1 will plough a 2/3 creature into a iii/iv animate being—just the of import matter is that the beast y'all enchant becomes very difficult for your opponent to block. Blanchwood Armor is this deck'south undercover weapon: It turns any creature at all into a gigantic powerhouse. If you play more than Forests after the Armor is in play, the Armor counts those Forests also, so your creature just keeps growing and growing!

The Custom Creatures deck contains a pair of Enchantresses that also enable growth. Yavimaya Enchantress gets bigger for each enchantment in play, even if those enchantments belong to your opponent. Verduran Enchantress, on the other hand, doesn't care most size. Its 0/2 stats are tiny, but its power lies elsewhere. It lets you draw an extra card each time you lot play an enchantment, and drawing more cards means you'll have more creatures and more enchantments to play!

As you play giant creatures and fatten them upward with enchantments, continue attacking your opponent. That's how you'll win. If y'all've got a creature that'southward bigger than your opponent's blockers, or if you have a creature enchanted with Treetop Bracers that your opponent can't stop, be sure to send information technology in! Sometimes you'll want to make a bunch of pretty big creatures, and sometimes information technology'south amend to make ane admittedly humongous creature. That's the best office of the Magic game: How you play is completely upward to you.

 "

CustomCreatures.jpg

The 2 rares in this deck are Emperor Crocodile and Verduran Enchantress.

Dead Over again [ ]

Dead Once again is a blackness theme deck.

"

In the "Dead Again" deck, life begins at death. The deck uses your life total and your graveyard every bit extra resources. It fifty-fifty uses your opponent's life full as a resource!

Black's power comes from rot and decay. Usually it'south your opponent's chore to take chunks out of your life total. When playing with black cards, you'll often lower information technology yourself in exchange for powerful effects. Some creatures, such every bit Snake Warrior and Foul Imp, cost both mana and life to play. This extra cost of life means they toll less mana than normal, so yous can get them into play fast. In one case in that location, they tin can start pain your opponent instead of you.

Don't worry too much nigh your life full because the "Expressionless Again" deck has a health-care programme. Tanglebloom and Demon'southward Horn can restore yous to better than new. The nastier style to go healthy is with Highway Robber, which gives y'all extra life by taking information technology straight from your opponent! Consume Spirit does the same affair, but you tin can drain either your opponent or a creature. You lot also choose how big the spell is—that's what the X in the price means.

Having ability over death means you can inflict it at will, and ane of blackness's strengths is the power to destroy creatures of whatever size. Nighttime Banishing and Nekrataal tin can clear out your opponent's biggest threats. Deathgazer makes it hard for your opponent to mount an attack, since it tin have down the biggest creature coming at you.

For blackness, it makes sense that the graveyard isn't a expressionless finish. Enhance Dead and Gravedigger let yous put the best creatures from your graveyard dorsum into your paw so you lot can play them again. If Nekrataal and Highway Robber were practiced the first fourth dimension, imagine how happy your opponent will exist to encounter them over again. To really make your opponent groan, play a Gravedigger to dig upwardly another Gravedigger!

All this helps you make the game last equally long as possible. You're bumping off your opponent's creatures, returning your own from your graveyard, gaining life, and blocking forever with the regenerating Drudge Skeletons. Why? Well, the longer the game goes, the more than damage Underworld Dreams volition inflict. And late in the game, Nightmare will be an unstoppable forcefulness. Its size is based on how many Swamps y'all have, so ten Swamps mean it's a 10/10 flying monstrosity. That should be more than your opponent can handle.

 "

DeadAgain.jpg

The two rares in this deck are Nightmare and Underworld Dreams.

Lofty Heights [ ]

Lofty Heights is a blue theme deck.

"

Blue magic specializes in disruptive spells and flying creatures, and that's exactly what you'll find in the "Lofty Heights" deck. Blue's bag of tricks lets you take control of the game and forces your opponent to play on your terms.

Early on in the game, your opponent volition probably play some small-scale creatures. You don't need to worry too much virtually them since it will exist hard for attacking creatures to go through your Horned Turtles. Puppeteer can tap a creature each turn to prevent information technology from attacking at all. Even better, Rod of Ruin tin zap enemy creatures off the board.

One of blue's strengths is its armada of flight creatures. Creatures with flying are dangerous attackers considering they can't be blocked by creatures without flying. The flying creatures in the "Lofty Heights" deck range from the quick Storm Crow to the huge Mahamoti Djinn. Stall your opponent'due south ground assault while your air attack swoops in.

Blue isn't content to win a impairment race—information technology likes to mess with your opponent too. Its all-time weapon is "countermagic," a kind of spell that makes your opponent'due south spells fail. For case, if your opponent tries to play a nasty creature, Remove Soul can forbid it from always hitting the table. When you counter a spell, information technology goes right to the graveyard without doing anything!

Boomerang is another great pull a fast one on. If one of your creatures is nearly to be destroyed, you lot can Boomerang it safely back to your hand so you lot can play it once again later. You can also use Boomerang to remove one of your opponent'southward creatures from play for a while. The all-time flim-flam of all is Confiscate. When you play it, attach it to your opponent's best card and bring it over to your side of the table. That menu is now yours for the rest of the game!

Blue magic focuses on idea, so it's naturally the best color at drawing extra cards. Cartoon more than cards ways y'all have more options—and y'all'll probably observe your best cards faster than your opponent volition. Thieving Magpie and Archivist dig deep into your deck so you can get to your huge fliers and powerful spells. If your Puppeteer isn't decorated, you can use it to untap Archivist to draw even more cards. You'll observe that while Mahamoti Djinn volition oft deal the concluding blow, it was the card drawing that put you in position to win the game.

 "

LoftyHeights.jpg

The ii rares in this deck are Archivist and Mahamoti Djinn.

Globe Aflame [ ]

World Aglow is a red theme deck.

"

The "Globe Aglow" deck lets yous have command by destroying your opponent's lands, damaging your opponent's creatures, and controlling the basis with creatures of your ain. You'll be able to wreck plenty stuff on the other side of the tabular array that your opponent shouldn't be able to put up much of a fight!

Ruby-red magic is all about destruction. Stone Pelting and Demolish blow up your opponent'due south lands. That can exist devastating. Your opponent needs lots of lands to play big creatures and spells. When the scariest creature you're facing is a puny Elf, you're in skillful shape.

But why let the Elves live? The best thing you can practice to a pesky animate being is to burn it to a crisp with Volcanic Hammer or Blaze. Unless one of these damage spells would win the game for y'all, use it on your opponent'southward creatures instead of your opponent. That way, your creatures can attack without getting blocked. The {X} in Blaze'south cost means you choose whatever number you want for it. If you lot want it to deal 1 damage, y'all pay {1} {R} . If you want it to deal 8 harm, you pay {8} {R} . It's totally up to you!

If you find you're facing too many enemy creatures, Wildfire tin wipe them all out at one time. It's your best weapon against creature-based decks. Every bit long every bit it takes down more of your opponent's creatures than yours, it can give you a huge advantage.

Even though you're very busy destroying things, don't forget to attack with your creatures. Balduvian Barbarians and Hill Giant are good ambitious creatures that tin can lower your opponent's life full in a bustle. Of course, if you demand to block with them, they're good at that too. They each accept 3 power, which is enough to have downwards most enemy attackers.

Anarchist and Magnivore are great creatures afterward in the game. Early on, you lot'll play lots of sorceries to blow upwardly your opponent'south creatures and lands. Anarchist gets your best sorcery dorsum from your graveyard so you can play information technology once again. Magnivore, on the other manus, gets bigger the more sorceries that have been played. It counts your opponent'southward sorceries as well, and each new sorcery y'all play keeps making information technology grow! Even better, the haste ability means that different other creatures, it can assault the aforementioned turn yous play it. It'south huge, it'southward a surprise, and it will oft win you the game.

 "

WorldAflame.jpg

The 2 rares in this deck are Magnivore and Wildfire.

References [ ]

  1. Wizards of the Coast (August eighteen, 2008). "Ninth Edition Theme Decks". magicthegathering.com. Wizards of the Declension.

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Source: https://mtg.fandom.com/wiki/Ninth_Edition/Theme_decks

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