Subject: Got a deck for ya....if ya wanna post it that's cool. If not tis' ok. Date: Fri, 27 Feb 1998 03:50:02 -0700 From: Shane Thompson To: fkusumot@ix.netcom.com With all the recent pox decks floating around, I thought I would share a newer version of one I played in the last regionals in my province. That deck got me to 12th place if I remember correctly, tied to get into top 8 anyways. It is completely different than the pox decks on the dojo. It is not mono black, and it goes for a very quick kill. One game I played against a counterpost player at regionals was 5 minutes for both games in total. It was very effective then, and with the recent modifications it should still be viable. 4 pox 3 funeral charms 3 sewer rats 4 shadow guildmages 4 fallen askari 4 black knights 1 necrosavant 3 army ants 4 kindles 4 incinerates 3 ahnks 2 cursed scrolls 13 swamps 3 sulpherous springs 4 gemstone mines 2 cities of brass 61 card total sideboard:(still testing) 2 cursed scroll 3 pyro blasts 2 disrupting scepter 3 rain of tears 3 coercion 2 perish Basic blah talk: The basic idea of the deck is kinda obvious. Since pox hurts your opponent very badly for a short period of time, why sit around and wait with diabolic edicts in your hand? get in there face and slap em up! Every card in the deck can cause damage to the opponent. As well as having 36 sources of damage it also has 7 hand denial, 21 cards which can be used as critter removal and 7 land destruction. A completely different pox deck when compared to the almost reactionary pox decks that I have seen. The original deck was built on a mana curve like sligh, but that was modified out becuase if I had more than 3 land in play for more than 2 turns something was wrong. Now all the critters are all cheap casting, with the exception of the ants and the necrosavant. Every card has a specific reason for being in the deck. It's not just a weenie deck. The great thing about it is that it just looks like a weenie deck when you are playing against it. The black knights and askari's were picked to make it easier to deal with fat critters. The sewer rats also can take down a fair sized critter if pumped. The ants and the guildmages are the core critters of the deck. If an ant can stay on the table for three turns you pretty much have won. With the incinerates, kindles, cursed scrolls and the guildmages working direct damage not too many critters stay on the table. Anything that is too big either gets taken down by a firststrikin/flankin critter followed up by an incinerate of something. With the 4 pox and ants working land destruction and the ahnks causing hastle most games against big blue style decks dont go past the 6th turn. The main prob with this deck is things like stompy and 5CG which really aren't hurt by mana denial. This is kind of dealt with in the critter choice. Once you have played it for a while, and you understand when to pox you will see why critters with pox is damn cool. Well anyways......what I wrote might not be understandable cause I am typing this at 3:33 in the morning... Tell me if you have any suggestions for this deck. Later. Shane Thompson