Nightmare

by Pathorix on 07 July 2013

Main Deck (81 cards)

Sideboard (0 cards)

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Deck Description

Slow in 1v1, occasionally able to hold its own in a 1v1.

Meant to defend against almost any type of offensive, eventually just too much power.

Genesis wave is a deffinite winner with a 15 or higher.

I have done it for 35 several times, then once omniscience is out, no more options for the enemies.

Designed for multiplayer, does ok in 1v1

Needs some cards replaced, or just taken out altogether but it works well as is.

How to Play

Basically you want to get land as fast as you can. Yes sometimes you have to pay for the rupture spires or transguild promenades, but more than likely you'll come across at least one amulet of vigor. Thats your speed key. All your lands now pretty much go in untapped instead of tapped. If you have more than one amulet, bam, bonus mana. Greatest effects are with cloudpost.

Vesuva is the save me land. Lets you choose which one you want more. Most cases, more cloudpost. Very rarely have i used vesuva with one of the colored lands.

Has anti mill defense built in. The 3 legendary eldrazi were not chosen because of the annihilate, but for the reshuffle value. They replaced elixir of immortalities. You get the idea. If you just need to discard, or your milled through those eldrazi, your entire graveyard gets shuffled back in. Lost some cool mythic creatures? Try again, as they get reshuffled.

Omniscience and griselbrand are like two peas in a pod. Once you have them both out, if you have the life, go ahead and just draw the entire deck and play everything for free.

Genesis wave is the early (ish) way to get some heavy stuff out, like omniscience, or just about any creature.

I have batterskulls, urabrask the hidden, transcendent masters, sigarda host of herons, and 2 steel hellkite for as early as possible creatures. Every single other creature, is pricey, but well worth it. You have to decide what is important to play first. You eventually have all these legendary creatures that are boosting each others abilities. You slowly develop a NEAR impenetrable shield, not really caring about what they have in play. If all your powers are on the table, theres not MANY things that can happen.

Exile is probably the hardest hitter for this deck. But you can protect your things eventually.

Asceticism is important to give a regenerate ability, and to give hexproof. Sigarda can come out fairly early and you'd have sacking defense. Avacyn, destroy defense for ALL your stuff.

Everything else, just kind of fits right in.

Its just my creation i have had for a long time. Started in shards block, and kept collecting cooler things to put into it until return to ravnica. Didn't really touch that block. I did pick some things out of avacyn tho, as you can see.

Anyways, this deck is like 98% foils too. Its really shiny

I hope you like what it is. Its not the 1v1 champ of all time, but it can give you a run for your money if you don't stop it quickly. I love this deck! Lots of thought and effort to get the shiny versions of cards.

Let me know what you think!

:)

Deck Tags

  • 5-Color
  • Omniscience
  • Legendary
  • mill proof

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,677 times.

Mana Curve

Mana Symbol Occurrence

178141336

Card Legality

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

Deck discussion for Nightmare

New to the site, long time mtg fan.

My own creation. I have had a lot of fun with this deck!

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Posted 07 July 2013 at 01:05

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I really think you should try to get it down to 60 cards. Short of a Battle of Wits deck, there's no justifiable reason to have more than 60 cards in your deck.

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Posted 07 July 2013 at 03:37

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Well, unless he were to add another 18 cards and a commander, as well as lose the duplicates and quadruplicates. Then he could have a Commander deck, albeit a very slow moving one with only 3-4 possible commanders. (Oh, and get rid of the banned cards *cough* Emrakul *cough* Griselbrand *cough*)

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Posted 07 July 2013 at 04:11

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I have tried to shorten it to 60, just doesn't work. It works well with that many cards. Once you start getting it going, it feeds off of a larger library.

It works

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Posted 07 July 2013 at 05:39

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It does seem like it would be a lot of fun to play around with, if just a little pricey. I would still try to adapt it to Commander, though, because it seems like it would be fun.

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Posted 07 July 2013 at 07:06

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One of the first things you need to learn when starting to play more magic is WHY everyone plays at 60 cards. (excepting EDH, which is a case unto itself)

Simply, it is because it gives you a better chance to draw what you need to win. Sure, you may not have all the flashy cards you WANT in the deck, but, if it can be done in more than 60 cards, it can be done better at 60 cards.

You'll figure it out.

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Posted 07 July 2013 at 20:14

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I know the value of a 60 card deck. I have a few that are quite powerful. I ENJOY playing with the deck the way it is. Its fun, a non competitive friends on friends big ffa type decks. It was never meant to be designed to win in as few turns as possible. It is an endurance deck.

I appreciate your tips, but i already have figured it out, like, in 6th grade. That was like, 13 years ago

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Posted 07 July 2013 at 23:57

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Hm, Maybe put in Chromatic Lantern?

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Posted 07 July 2013 at 19:42

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I considered that so hard actually, but, the way the lands are now, i already achieved all the colors.

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Posted 07 July 2013 at 23:58

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