One Mana, Monsters to Come

by BlackLotusGrower on 19 September 2015

Main Deck (61 cards)

Sideboard (0 cards)

No sideboard found.

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Deck Description

This is a fun deck for long-time players with some favorite cards of old. A deck that combines the talents of three different monsters: Keldon Warlord, Phyrexian Dreadhnought, and the modern Nighthowler. Their talents and restrictions are maximized and minimized respectively by an all-time army of one-mana creatures. Once you sacrifice them to Dreadnought, your Nighthowler becomes a powerhouse. Then you very quickly replenish your creatures for the warlord. This is a pure creature deck, so with testing I'll probably find a card or two to sub in to protect you from creature-restrictive decks. But, again, this deck is mostly for fun, so try not to think of it in terms of serious tournament play, unless such a legacy event comes up.

Deck at a Glance

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This deck has been viewed 1,170 times.

Mana Curve

Mana Symbol Occurrence

44122012

Card Legality

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

Deck discussion for One Mana, Monsters to Come

This is kind of neat. I'd personally aim for more of a toolbox of creature effects, but I don't know what's available in 1-drops off the top of my head. Deathrite Shaman is an obvious pick, but there are many other easily obtainable 1-drop powerhouses, like Skarrgan Pit-Skulk or Llanowar Augur.

A few criticisms. I'd drop Warlord and Nighthowler; they force a higher curve, and without them you could easily get away with 16-18 lands. Warlord himself is a terrible anti-synergy with Dreadnought. What will you be quickly repopulating the board with after a 'nought hits the field? Top-decks?. I could see maybe keeping Nighthowler, but it just really bothers me that you're curving out at 4 with only 21 lands, 3-5 of which are totally unnecessary otherwise.

Warlord and Nighthowler could be replaced with a combination of Wreath of Geists, Rancors, and Skarrgan Pit-Skulks, or some of the 1-drop hexproofs. I understand you're running creatures only, but this combination of cards is just ridiculously good and flattens the curve.

Also, if you're running /the/ lands, why not toss in some fetches? Statistically, they do virtually nothing to thin your deck of lands and help with top-decks (what people typically rave about) but instead, just being able to shuffle and/or fix your colors-available turn 1 or 2 are what make them so good.

Finally, I recommend you take a look at legacy Soulstomp to get some ideas how you can pack in a ridiculous amount of synergy and your mana curve can be a work of art :)

Anywho, cheers! I dig it ^-^

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Posted 19 September 2015 at 18:57

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