Wizards Arrow

by Venlar on 31 March 2018

Main Deck (60 cards)


Sorceries (4)


Instants (18)


Land (18)

Sideboard (15 cards)

Instants (10)

Artifacts (3)


Enchantments (2)

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Deck Description

This is a shooter deck utilizing the “tap do one damage to target opponent or creature” and “Untap enchanted creature” effect of the cards to turn all the creatures into 1 damage machine guns. This can be an extremely fun deck as well as frustrating for your opponent. Most creature decks will not be able to beat this deck due to the sheer amount of creature hate it brings.

How to Play

1.) To be successful playing this deck you need to be able to predict what your opponent is able and going to do as to not waste your precious spells.

2.) The simplest combos are as follows: 1. Any creature + pemmin’s Aura or Freed from the Real + Sigil of sleep. This is your weapon and win condition. It is always better to play pemmin’s aura before sigil of sleep so that you can give your creature shroud. 2*. High tide + Snap+ High tide. This combo allows for your lands to produce extra mana for extra damage. 1 land=1 damage.

3.) If you use a mind bomb do not discard your cards unless you know for a fact that you will not need them. This deck is highly reliant on its protection spells.

4.) I prefer to tap my creatures and do damage during my opponents end step so that they can only respond with instants and then it is my turn allowing for everything to become untapped. (This is a sort of mind game and can help make your opponent make mistakes.

*How to use combo #2
If land=2 then play high tide, tap 1 land, play snap.
If land=3 then play as many high tides available followed by snaps.
This combo does not work with 1 land.

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

054000

Card Legality

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

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