1. Types of decks commonly mentioned.

    Note: The majority of this article comes from contributions by "Bennett" (hcschc@cnsibm.albany.edu) although a couple of additional decks types have been added for completeness.

    U/W Control (permission)
    A deck with a lot of blue countermagic (Counterspells, Power Sinks, Spell Blasts, etc) with the backup of white removal (Swords to Plowshares, Disenchant) and creatures (Serra, mostly). Generally uses lots of one-to-many-cards, like Wrath of God or a well-timed Balance. Appears in type I as the Weissman deck which focuses on card advantage, and in type II with many variants, one of the most popular being Millstone and more recently Counterposts decks.

    Red Blaster (Direct Damage, DD)
    A deck which uses lots of damage and possibly Mana Flares aimed to destroy a player as quickly as possible. Uses Fireballs, Disintegrates, Lightning Bolts, Lava Bursts, etc. Is often accompanied by Green for Elves and Birds of Paradise. Appears in type II with Ball Lightnings and is generally more heavily Green. Appears in type I with only minor difference, the most notable being the addition of Chain Lightning. This is not generally a tournament winning deck.

    Green Speed Creature
    A deck utilizing green's ability to generate enormous amounts of mana quickly. Uses Elves (Llanowar, Fyndhorn, Elders) and Birds of Paradise to pump out large green creatures like Erhnam Djinn and Force of Nature. Appears in type II with Desert Twisters and occasionally Wild Growth. Does not appear as often in type I because the speed is not as much of an advantage as in type II

    Red/Green Speed Big Creature
    This deck is in a way a combination of the two above decks. It generates mana quickly through the use of mana creatures (Orcish Lumberjacks, Llanowar Elves) and puts out fast creatures such as Erhnam Djinn and Shivan Dragon. It also contains some direct damage, and Stormbind. This is a Type II deck.

    Red/Green Steroid Weenie
    A deck using a large amount of cheap creatures (Scryb Sprites, Elvish Archers, Whirling Dervishes) combined with spells which "pump" them up (Giant Growth, Blood Lust) and cheap direct damage (Lightning Bolt, Incinerate, Stormbind) again mainly competitive in Type II although it can appear in Type I with Kird Apes.

    White Weenie
    A deck that pumps out low casting cost white creatures, pumping them up with Crusades, and eventually overwhelming the opponent. Uses Armageddons to minimize the amount of land opponents can use, as it only needs one or two plains to keep casting all of it's spells. Appears in type II with many of the knights and Kjeldoran Outposts. Appears in Type I with Army of Allah and Jihad. For more information on the development of White Weenie decks see "History and Concepts" article by Frank Kusumoto

    B/W Pestilence
    Uses Pestilence and Protections from Black creatures, such as the Order of the White Shield and White Knights. The creatures keep the Pestilence around and don't die, and the Pestilence serves to both kill opponent and opponent's creatures. Circles of Protection: Black help to save the player from their own Pestilence. Appears in type II with Glacial Chasm and occasionally Cemetery Gates. Does not appear In type I often enough to earn mention. This is not a reliable tournament winning strategy.

    G/W Erniegeddon
    A type of deck which places a large creature threat, most commonly Ernham Djinn or possibly Maro or Autumn Willow and then casts Armageddon when they have a creature advantage on the board. The opponent, with little land, has virtually no options with which to deal with the creature. common variations include fast Weenie versions, and the addition of Red often for bolts and Stormbind

    R/W Tax/Edge Deck
    Uses Land Tax to draw cards during upkeep, often with Zuran Orb to ensure land may be drawn, and discards it to a Land's Edge to deal damage. Can be deadly if not dealt with quickly, often drawing 6 or 9 cards with multiple Land's Edges and finishing the game in 2-3 turns. Appears in type II as two main types: creatureless, with a few serras and lots of Wraths of God and Swords to Plowshares, and Spirit Linked Artillery, which uses Orcish Canoneers and Orcish Artillery, enchanted with Spirit Link, to deal damage to creatures and players while gaining life. Does not regularly appear in type I.

    Necro
    The "Classic" form of this deck (Type II circa Jun-Sep 96) is basically a fast black weenie deck usually using pumpable knights, Hypnotic Spectres, Hymn to Tourach, Drain Life, Dark Rituals, Necropotence, and Nevinyrral's Disk. It is basically a fast creature deck that has elements of discard and possibly land destruction, and gains a push along midgame by the conversion of life into cards using Necropotence. Between Necropotence, the Hymns, Spectres and Nevinyrral's Disks the deck rapidly achieves card advantage. Nevinyrral's Disk is used for 3 purposes:
    1. To remove Necropotence and regain a draw phase.
    2. To clear the board of multiple opponents permanents, especially protection from black creatures, and hence to gain card advantage..
    3. To gain control of the play environment.

    In general playing/using Nevinyrral's Disk achieves a combination of these purposes. For more information on the development of Necro decks see the "History and Concepts" article by Frank Kusumoto

    Turbo Stasis
    This deck relies on locking down the opponent with Stasis and decking them. The Howling Mines allow the Stasis to be maintained for long periods of time (by allowing a constant supply of Islands), quite frequently until the next Stasis can be drawn, or until it can be Boomeranged and recast. These decks will typically either bury Stasis with a Despotic Sceptre, or Boomerang it in the opponent's turn so that the Stasis player can untap and recast their Stasis before the other player untaps. These decks use Kismet to enforce the lock, Force of Will to counter when there is little or no mana left, and Lim-Dul's Vault to search and find the ingredients of the combo. Additionally the use of Arcane Denial will increase the number of cards drawn by opponents. The deck then typically runs the opponent out of deck, or possibly kills them with a Black Vise. "History and Concepts" Article.

    Sligh (also known as Geeba)
    The Sligh deck is a type II Red weenie deck that uses cheap red creatures, and cheap direct damage. The deck typically uses Lightning Bolts, Incinerates, Orcish Artillery, Brothers of Flame, Orcish Librarians, and Dwarves. The Orcish Artillery, and Brothers of Flame are permanant sources of Direct Damage, and are particularly effective against common Weenies such as Pump Knights, and Hypnotic Spectres. The deck frequently included Orcish Librarians when they were Type II legal as these allow the deck to avoid poor draws in the mid game, and to keep the deck's momentum up. The deck traditionally sideboards Manabarbs against many problems, most notably CoP: Red although this has reduced effectiveness due to new 5th Ed rules. For more information on the development of Sligh decks see the "History and Concepts" article by Frank Kusumoto

    Baublebind
    A secret Stormbind deck created by the Cardiff Cartel a U.K. team. The deck allegedly uses numerous cheap artifact cantrips (Baubles, and Barbed Sextants), which aid in "shortening" the deck which improves consistency and allows the deck to play like a approx 50 card deck. The deck is R/W/G using the best cards from these colours including ample disruption. Often the is also a splash of blue for Recall. For damage it uses the best green creatures Ernham Djinns, Spectral Bears / Elvish Archers, and Mishra's Factories, as well as Stormbind.

    Prison
    The name given to a class of white lock decks typically combining strong white creature defense (Wrath of God, Swords to Plowshares) with the ability to lock down the opponent's mana with a combination of Winter Orb/Icy Manipulator and Armageddon. Paths to victory are few, mostly either by vice or by decking. For more information on the development of Prison decks see the "History and Concepts" article by Frank Kusumoto.