How to design a Magic the Gathering Sneak Attack Deck

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How to design a Magic the Gathering Sneak Attack Deck -

What is Sneak Attack: Sneak Attack is a combo deck that uses the same name tab to bring cheap out powerful creatures for a swing. Once the cost of the initial launch 3R is paid off, you can pay R to bring a creature card from your hand in a hurry to swing at your opponent. However, the selected creature must be sacrificed at the end of turn. While this may seem like a downside, creature selected cards for this deck is reshuffled or, returned at hand, or even have benefits to be sacrificed. You can also win once a creature attacked successfully.

to go for speed, or not go for speed: Considering that legacy has willpower, comboing as soon as possible is a huge risk of disadvantage paper. General rule: "With great risks are great rewards." If you sneak the creature soon right successfully, you can skip the hand of your opponent or kill them in one turn. If you fail, then you have spent the hand for establishing a spell and little or no land.

If you are in the game and can combo off, by all means do so. Winning the game is enough of a risk you take with willpower to be the only answer commonly played at a bull run first-turn. However, once the opponent establishes his first country, you leave yourself open to Spinal Needle, swords to plowshares, or even fog.

Delaying Sneak Attack reduces the explosive power of the bridge, but it increases the stability and vice versa.

What are the basic card you should perform:
Terre / Mana Accelerators:

  • Ancient Tomb - The best, most stable option for two-color lands Sneak Attack unless you run Serra Avatar.
  • City of traitors - An alternative to the Ancient Tomb, trade, reducing the stability lack of impact damage.
  • Crystal Vein - versatile in the sense that if you can go out early, you will have two mana. If you can not, then you have a stable source of a colorless mana.
  • The ruins of the Dwarves - like the Crystal Vein, except to produce R mana and enter the battlefield tapped.
  • Sandstone ago - ETBT (enters the battlefield tapped). However, it provides two R mana twice before being sacrificed.
  • City of Brass - taps for all colors at a cost of 1 life.
  • Seething Song - Trade 3 mana per 5 mana.
  • Rite of Flame - Accelerant that gets better as more copies enter the cemetery.
  • Desperate Ritual - Commerce 2 mana to 3 mana.
  • Simian Spirit Guide - Once A Week at the cost of RFGing this card from hand.
  • Elvish Spirit Guide / acceleration-Covenant Fetchable mana Summoner as well as thinning of the lower deck. Red is the most vital but green.
  • Esca Wall - Blocks + provides mana for when you are sneaking.
  • Dark Ritual - Commerce 1 mana to 3 mana; however, it is black.
  • Cabal Ritual - Commerce 2 mana to 3 mana (5 with threshold); once again, black mana though.
  • Pentad Prism - Accelerate / solves mana, best used for 3+ color decks.
  • Mox Diamond - Accelerates mana, but it requires a land to go to the grave. Run if you have to throw away a lot of land (at least 25).
  • Chrome Mox - Accelerates mana cost of 1 colored paper in his hand.
  • Rubino medallion - reduces the cost of R spells, which means your rituals produce more R, your sneak attacks cost less, and you have more mana of Sneak Attack.

Color-Specific Utility Cards

  • knee - Stops the trigger sacrifice EOT of Sneak Attack, keeping the creature in play.
  • Trickbind - What's with Repress split second.
  • Magus of the Jar - recovers more cards to be used with Sneak Attack, but it also does the same for the opponent.
  • Rite of Consumption - Fling for B, plus a little 'of padding provides with life.
  • recurring nightmare - Swap creatures in play for the creatures in the graveyard.
  • Shallow Grave - Returns creatures from the cemetery for another swing.
  • Fling - inflict direct damage with a creature that is going to sacrifice anyway EOT.
  • Blazing Shoal - Provide that final touch of grit to the fatal blow.
  • Final Fortune - could not inflict lethal damage this turn? Try again next round.
  • Gamble - Teacher Red, while risky, provides a way to attach a mono-red Sneak Attack.
  • Through Breach- once Sneak Attack.
  • Strange Harvest - search for creatures that you want to sneak out.
  • Kavu Lair - get a draw one-time sneaking out a powerful creature.
  • regrowth - return a spent card for your hand.
  • Berserk - double the power of a creature for one fateful swing.
  • Survival of the Fittest - search of creatures to sneak off.
  • Living wishes - Allows you to perform a variety of creature instruments.
  • Xantid Swarm - ensures you do not have a surprise attack neutralized.
  • Academy Rector - Search for a Sneak Attack spell.
  • False Prophet - clear away creatures when this card leaves play.
  • Serum Powder - increases the chances of getting a divine starting hand.

Creatures bread and butter

  • Magus of the Jar - Fill your hand with more accelerators and creatures.
  • Hoverguard sweepers - bounce up to two creatures to swing in turn also others, including himself.
  • Sakashima the impostor - Take a hint from advanced combos and use Sakashima to copy the legendary creatures.
  • Body Double - Use this feature to copy a creature spent, or try to copy a Phage the Untouchable into your graveyard for victory.
  • Dragon Tyrant - amazing double + Dragon Breath can increase this up to 20 damage.
  • Crater Hellion - Clear the board of swarms creature
  • Dragon Mage - Fill out and opponents; considering the hand would be spent, this gives you an advantage
  • Bogardan Hellkite - Deal 5 direct damages and
  • Kilnmouth Dragon - With a handful of dragons, this has the potential to be a 20 / 20.
  • Rorix Bladewing - Dragon Ferries to sneak out, as well as being able to be Hardcast.
  • Arc-Slogger - A condition backup victory when attempts to sneak attack to fail.
  • wind Treefolk - returns to hand after sneaking out.
  • Genesis - Reuse spent with this creatures in your graveyard.
  • Symbiotic Wurm - Swings for damage and leaves behind Saprolings.
  • Penumbra Wurm - Swings for damage and leaves behind a powerful creature.
  • Thorn Elemental - Swings for the full damage despite despite being blocked.
  • Tornado Elemental - As Thorn Elemental, except with one less P / T and a leaflet-clearing capability.
  • Woodfall Primus - Destroys two permanent non-creature with Sneak Attack courtesy to persist.
  • Serra Avatar - One of the pioneers of Sneak Attack deck, getting this out soon enough kills the opponent.
  • False Prophet - cancel the card once it leaves play. An alternative to CRATER Hellion.
  • Academy Rector - tutor for Sneak Attack or survival of the fittest.
  • Progenitus - usually a guaranteed 10 damage.
  • Nicol Bolas - Another pioneer of Sneak Attack, discard your opponent's hand when it passes through.
  • Angel of Despair - detonates a permanent when it comes into play.
  • Darksteel Colossus - 11/11 trample that dates back to the library, nothing too special.
  • Titan - Although this may end up destroying your mountains, this will also damage your opponents based land greatly should run bases.

Some types of sneak attack decks to try

straight Mono-R Sneak Attack - No cool tricks, only accelerating Sneak Attack to highlight the creatures.

Mono-R Sneak attackers Dragons - Amplify Kilnmouth Dragon as much as possible, and bring out a Dragon Tyrant should not be sufficient.

Survival Sneak breakfast - survival use to get a Phage the Untouchable in your graveyard, then Sneak Attack a body double for the win. Academy Rector great job here, as well as control elements.

Launching Progenitus - Sneak Attack a Progenitus damage to 10, then throw it to your opponent for a further 10.

revive Sneak Attack - Use resuscitation after sneaking monsters out for another round of jokes.

Sneak Attack is the ideal platform for players who like to take high risks and win in the opening rounds of a game.

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