Sixth Sense

by Banandon on 24 February 2010

Main Deck (60 cards)

Sideboard (5 cards)

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Deck Description

Alright let's explain this deck, the reason why it's called Sixth Sense is because I plan on having the game by turn 6.
My basic plan is to strike with an Fireshriek'd Baneslayer or a Blinding Angel on turn six, thus either getting them to skip their next 2 attack phases or hitting them with good power or follow up with a Waves for another 2 attack phases. Eventually I plan on locking out their attack phases the whole game while I attack their life. This deck is really mana hungry and NEEDS to drop a land every turn.

Deck Tags

  • Control
  • Combo
  • R/W
  • Turn Six Win

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

5960110

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Sixth Sense

I love the deck strategy and it is sick. Though by turn six I dont see how you can make an opponent skip two attack phases with one direct hit from the angel.

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Posted 24 February 2010 at 22:50

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Blinding Angel with Fireshreiker

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Posted 24 February 2010 at 23:04

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I would add some white fetch land spells, and some red mana sources to help get the combo out faster

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Posted 25 February 2010 at 00:03

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Well I have already 4 mana producing artifacts plus 24 lands I think I'm alright.

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Posted 25 February 2010 at 08:07

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