Masters of Illusion

by JossRyan on 22 July 2011

Main Deck (60 cards)

Instants (12)


Artifacts (4)


Enchantments (4)


Land (20)

Sideboard (15 cards)

Creatures (5)

Instants (8)


Enchantments (2)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

This is a "combo-based, control" deck, themed around Blue Illusion creatures. These are strong creatures which also happen to be incredibly easy to kill. Not even a counter-spell will save these guys! So other routes must be taken to ensure their survivability.

The deck utilizes three main elements to destroy the opponent quickly:

1 - The deck throws out illusion creatures at a high rate for low mana, ready to attack the opponent within two turns.

2 - The deck makes use of counters and other control cards, to keep the opponent at bay (not intended to protect the creatures)

3 - The deck uses alot of different methods in which to apply hexproof to the creatures in order to keep them alive.

This is a 60 card deck with a 15 card sideboard. The variation of creatures has been kept to a relatively fair minimum, using a gradual progressive mana curve.

Deck Tags

  • Combo

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

048000

Card Legality

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

Deck discussion for Masters of Illusion

I would greatly appreciate some constructive criticism/feedback from anybody taking a look at this setup.

This deck has been constructed from the cards I currently own, so please take into consideration that I have done my best with what I have :D

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Posted 23 July 2011 at 00:03

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I wonder how you want to play this deck. In my opnion, these phantasmal creatures can be incredibly powerful, and i am currently working on a phantasmal deck myself.
Is this deck meant to be slow and controlling, until you can throw out several creatures and equip them in one turn, or do you want to drop creatures fast? Because (at least in my meta, where EVERYBODY seems to play either black control or burn for some reason) the second way would never work out.

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Posted 23 July 2011 at 00:55

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Illusion is a difficult deck to determine. Simply because you wanna start fortifying a strong field from the very beginning, but it can take time. it all depends on what cards you draw. There's no buffing up of creatures here to a speedy win isn't on the cards. Play offensive, but equally play defensive and take as long as you need I say.

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Posted 23 July 2011 at 02:26

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Nice work, simple and straightforward.

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Posted 23 July 2011 at 01:40

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Remember you can only equip the boots on your Lords and Automatons, so not quite as useful.

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Posted 23 July 2011 at 02:22

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Yeah I'm aware of this, but ive come to realise that nothing is actually protecting them! I;ve always got more counters if they don;t work out

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Posted 23 July 2011 at 02:24

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i wanted to make a deck like this but add some black for tutors and removal.
do you find you can win without the lord?

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Posted 23 July 2011 at 04:05

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depends on your opponent. the lord has to be in this deck because he's just too useful not to be put in.

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Posted 23 July 2011 at 10:59

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heely8 has deleted this comment.

Posted 23 July 2011 at 04:07

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would you go black with this kind of deck?

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Posted 23 July 2011 at 23:07

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I personally wouldn't. Black tends to be too slow and in all honesty will take up valuable card space where other blue cards can be added. This deck isn't very effective at all against a red burn deck. The only cards which keep it moving are the counters, mainly Redirect (which I know isn't a counter). So to take these out and put black in would just wreck it's effectiveness.

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Posted 28 July 2011 at 12:21

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