Pentacolor Keyrune Deck

by kodarth6804 on 17 April 2013

Main Deck (50 cards)

Sideboard (3 cards)

Artifacts (3)

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Deck Description

just a cool little pentacolor deck for people on a budget like me. I've been working on this for a decent amount of time now. personally i think i gave the promenade a decent purpose now. please give your opinions.

How to Play

First you wait for the first 3-4 turns to build up mana. that may seem slow, but by turn ten you can have a HUGE amount of keyrunes. use the charms to gain an advantage by using effects like rakdos charm's third effect to burn everyone for their creatures. after that, bring out you maze creatures to give all your keyrunes a serious advantage. once you're ready bring out nothing. literally. bring out door to nothingness fairly early in the game to auto-win, or bring out some of your Maze's Ends to bring more and more gates to auto-win that way!

Deck Tags

  • Pentacolor
  • five colors
  • Keyrune
  • Red
  • Blue
  • Black
  • White
  • Green
  • auto-win
  • Mana
  • Door to Nothingness
  • maze

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

11111

Card Legality

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

Deck discussion for Pentacolor Keyrune Deck

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