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MtG Soldiers -vs- Zombies Duel Deck

 
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    Triple Ace Games Forum Index -> Necropolis 2350
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Greentongue

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Joined: 02 Aug 2008
Posts: 70

PostPosted: Mon Apr 25, 2011 5:54 pm    Post subject: MtG Soldiers -vs- Zombies Duel Deck Reply with quote

Thought this might interest those that like both Necropolis 2350 and Magic the Gathering.

These use just common cards but there is a lot of room for expanding the scope. After a few duels, the players can take it to the streets. Twisted Evil

It might also be a way to get people interested in playing that are on the edge.
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Greentongue

Deuce


Joined: 02 Aug 2008
Posts: 70

PostPosted: Wed Jun 27, 2012 12:25 am    Post subject: Reply with quote

=== Soldiers!
2 Aven Farseer (Bit of Morph Synergy)
1 Aven Liberator (Morph Synergy, with trick)
2 Ballynock Cohort (Just really good)
1 Benalish Hero (The soldiers working together to fight off zombies. It just seems right)
2 Benalish Infantry (Same)
1 Benalish Trapper (Nice Psuedo Removal)
1 Burrenton Bombardier (Flier and Pump in one)
2 Combat Medic (Nice and tricky, good flavor)
2 Daru Lancer (Morph Synergy, Tops the curve)
1 Daru Stinger (Soldier Synergy, only one because it can be dominantly good)
1 Deftblade Elite (Nice and tricky, fits theme of soldiers working together)
1 Frontline Strategist (Tricky and nice Morph Synergy)
2 Gempalm Avenger (Really good, tricky)
1 Grassland Crusader (Tops the curve, can really take over combat)
1 Gravel Slinger (Tricky, Morph synergy)
1 Honorable Scout (1 drop that also is good late game)
1 Kor Skyfisher (So good, lets you reuse morphs)
3 Veteran Armorsmith (Lord)
3 Veteran Swordsmith (Lord)
1 Wingbeat Warrior (Morph Synergy)

1 Cenn's Enlistment (Really nice late game card)
2 Unified Strike (Removal)
1 Journey to Nowhere (Gets rid of a serious problem. deck needs to have at least one Out.)
2 Raise the Alarm (great with the lords)
1 Bandage (Just feels right)
1 Defensive Maneuvers (Great trick)
1 Inspired Charge (Ends games fast)

20 Plains
2 Secluded Steppe

=== Zombies!
2 Festering Goblin (Early game roadblock, works really nice with GY and sac stuff)
2 Black Cat (Similar to Festering Goblin, plus hand disrupt)
2 Butcher Ghoul (walls nicely)
1 Shepherd of Rot (Can end the game quite quickly. Only one for a reason)
1 Cadaverous Knight (Sweet Flavorful, and quite good also)
1 Embalmed Brawler (Synergistic, to an extent)
4 Ghoulraiser (Heart and Soul of the deck. Random makes it good, but not broken)
1 Gutless Ghoul (Sac outlet, regains you some life. Better than it looks)
1 Gravebane Zombie (Synergy with sac outlets, and great flavor. It's a zombie that keep coming back)
2 Gravedigger (Ghoulraiser #5 & 6)
1 Haunted Cadaver (morph for hand disruption)
2 Nantuko Husk (Sac outlet, and a sweet one at that)
1 Smokespew Invoker (Dominant endgame card)
1 Twisted Abomination (swampcycling, regeneration)
1 Undead Executioner (card to sac, and to recur)
1 Vengeful Dead (Sac synergy)
1 Viscera Dragger (GY Synergy and smooths draws)

3 Ghoulcaller's Chant (Super important, makes this deck tick)
1 Victim of Night (Flavorful, strong removal)
3 Nameless Inversion (Hugely Important. Allows you to grind out Soldiers, and win the late game)
2 Feast or Famine (Cool, flavorful, versatile removal that isn't too OP)
2 Cruel Revival (Removal, CA, AND GY synergy? Yes Please!)
1 Drain Life (It's good on t4, and on t12)

22 Swamp
1 Barren Moor
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