Merle's Magic: The Mina Brick Deck
devolved this deck in the late middle of the year 1998. So far, it
has been doing quite well with an almost perfect record (about five games
won, one lost). It is Red and Black and is quite chaotic.
10 Swamp. I didn't have enough mountains to have the same number of each,
so I had to make do with what I had.
Fireball. It's always nice to have at least one direct-damage card in a
deck. I always try to put at least one in, just in case your opponent
blocks all of your creatures.
Immolation. In this deck I tried to make many cards serve dual purposes.
This card allows me to kill an opponent's creature (*/2 or less) without
possibility of regeneration, or it can be used to make some of my stronger
creatures deal a few more points of damage each turn.
Raise Dead. In all the games that I have played, my opponent managed to
kill one of my most important or strong creatures. The convinence
of playing a part-Black deck is that you have a nice common card that allows
you to get one back from the grave.
Goblins of the Flarg. As long as you don't put any Dwarves in your decks,
the Goblins of the Flarg are good when you play against an opponent who
ends up with some mountains, as then they become unblockable. And
unblockable damage is always in demand.
Rabid Rats. If you have good attacking creatures, the Rabid Rats are a
great help as you can use them to take out an opponent's blocker or use
them to protect your own creatures. They also can be used for attacking
purposes in a pinch.
Bottomless Pit. Here is my uncommon card. It is from the Stronghold
expansion, and it is quite good if you want to make your opponent angry.
As it drains the hand, it would be a logical partner for The Rack, but
I don't have any around, so I just use it to reduce my opponent's choice.
It is somewhat of a two-edged sword, though.
Mons's Goblin Raiders. These are not a very effective spell, but should
have been replaced with something like Goblin Digging Teams or Goblin Balloon
Brigade, which cost the same amount and have special abilities.
Evincar's Justice. Good for finishing off a game that is dragging on forever,
the Evincar's Justice can be used again and again.
Metallic Sliver. Everyone around here is playing with Slivers, so I added
this card to take advantage of that.
Firebreathing. Probably not a good idea when I don't have so many Mountains,
but it is here anyway.
Spinal Graft. A good Tempest card, this is a real two-edged sword.
You can use it to power up a creature for a last-ditch attack, or with
another effect to destroy your opponent's creatures.
Hurloon Minotaur. This is not really a good card either, but can be used
as a blocker.
Erg Raiders. These are very cheap, and destructive. However, they
are somewhat dangerous when confronted by Bureaucrats. When in doubt, throw
Orcish Conscripts. Probably better for a deck that has the Howling Mine,
or something of the sort. Good if you have many creatures.
Conservator. This is a very nice illustration by Amy Weber, and a fun card
Fireball. Again, direct damage often comes in handy.
Dark Ritual. Many games I have played have been saved by the presence of
this fast-mana card. In one game, I got The Bottomless Pit out as
well as a little creature, and had an easy win due wholly to this card.
Drudge Skeletons. This card brings back fond memories from my early days
playing Magic, and my Black deck. A good creature to Regenerate.
Wall of Heat. Walls are always useful, if you play against an opponent
who has creatures.
Cyclopean Mummy. A small creature.
Torture. Good to clear out your opponents strong creature.
Unholy Strength. There are two versions of this card. Try to find
the differences. I liked to use this on my creatures.
Sisay's Ring. Nice mana artifact.
Battering Ram. Little Artifact Creature. Good for those who are attached
to their CoPs.
Brothers of Fire. This card has a really cool illustration by Mark Tedin.
Aesthir Glider. All of these Gliders have been beautifully illustrated
by Ruth Thompson.
Enfeeblement. An industrial strength Weakness, Enfeeblement sometimes is
Shatter. You will have to rid the world of an artifact. What better
way to do so than with Shatter.
Goblin Digging Team. This is good if your opponent has a wall.
Wall of Diffusion. To guard against Shadow creatures, the Wall of Diffusion
has no equal.
Soul Net. It is good to gain life. What better way to do so than
by the loss of your opponent's creatures.
Drudge Skeletons again.
Dark Ritual again.
Well, that's all for now.
See you later!
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