Subject: [STRATEGY] Portal Strategy & Deck Design for Novices Date: Wed, 22 Jul 1998 04:22:42 -0500 (EST) From: "Jonathan W. Mills"To: webmaster@classicdojo.org Horde vs. Horde: Strategy and Deck Design for Novices ----------------------------------------------------- Jonathan W. Mills jwmills@cs.indiana.edu Disclaimer ---------- This posting is intended for anyone who is learning Magic:The Gathering by playing Portal and Portal:The Second Age, and wants to design their own decks. It is not intended for readers who are expert strategists and deck builders, or who play the full Magic:The Gathering game. Please be patient with me if you are an expert and decide to read this posting. As a newbie myself I'd appreciate your suggestions and corrections. All decks described in this article are 40 card decks composed only of cards from Portal and Portal:The Second Age. They are intended for self-instruction and friendly play between beginners, and are not tournament-legal. Introduction ------------ The decks described here are constructed using one color. They are all "horde" decks (also known as "weenie" decks) that put a lot of creatures into play as quickly as possible. Even though all are horde decks, each deck has a different "flavor" and playing style because each color has creatures and sorceries with different abilities. These differences give each deck its theme, reflected in its title: White: "Blinding Charge" -- charges, charges, and MORE charges! Blue: "Mystic Storm" -- when everything flies your opponent dies Black: "Assassin Rats" -- swarms of rats, assassination free-for-all Red: "Red Rage" -- do unto others first...then do it again! Green: "Lure of Death" -- there are nasty BIG things in the woods These decks illustrate the differences between the colors even more strongly than the Portal:The Second Age pre-constructed decks. They also emphasize a few sorceries typical of each color, and show how they can be combined with creatures and other sorceries to win a game. As far as I can tell, most of the cards used to build these decks are common or uncommon, but not rare. If I am mistaken, I apologize. I have played these decks against each other and against the Portal:The Second Age pre-constructed decks (even though they only have 35 cards): White: "Martial Law" -- a horde deck Blue: "Spellweaver" -- a control deck Black: "Return of the Nightstalkers" -- a "gimmick" deck Red: "Goblin Storm" -- a burn deck Green: "Nature's Assault" -- a slow big creature deck The horde decks described in this note are faster than the pre-constructed decks, but can lose to a deck with slightly bigger creatures if it is relatively fast. Playing "Martial Law" -- the pre-constructed horde deck -- pointed out the need for a sideboard to tune these decks when white plays white, for example. (A sideboard is a set of cards that you can substitute between games to customize your deck to respond to your opponent's deck and playing style.) Each deck has a 10 card sideboard that is analyzed to help novices choose the best cards to play against the other horde decks in this posting. For other decks, you are on your own! If you have four friends who play Portal, you can use these decks to have a small and simple tournament along the lines of the "Grand Melee" described in the "Magic:The Gathering(r) Official Strategy Guide" on page 117. You and your friends might all chip in to buy a box of Portal and Portal:The Second Age booster packs. This is expensive, but you can split up the cards and lands of different colors, and each own a horde of a different color. (Sorry! :-) Some stores might also remove all the cards from a box of boosters and sell them individually if there are enough of you. Locally, our store only does this for the Exodus and Tempest boosters -- there aren't enough Portal players here. This note also identifies some of the Portal cards that "mix" regular Magic sorceries and/or creatures into a single Portal card. This can help you learn how to move into the full game. A Dozen Guidelines for Building Horde Decks ------------------------------------------- I started learning about strategy and deck design by reading the "Magic:The Gathering(r) Official Strategy Guide". I found pages 92-96 helpful to explain horde (AKA "weenie") decks. The color pictures of the cards and the descriptions of their abilities and uses were also helpful to see how Portal relates to full Magic. I then re-read: - the deck building section of the Portal rule book - the deck building and playing tip cards for two color decks that come in the Portal booster packs - the strategy guides that come in the Second Age, Stronghold, and Exodus pre-constructed decks (deciding to concentrate on Portal while I'm a beginner) - strategy articles for beginning Magic players at The Dojo (www.thedojo.com) - the Magic "Fifth Edition" Rule book to explain how advanced features work, and to figure out how some Portal cards combined creatures and "fast effects" (AKA sorceries, although even that term can be divided into several more categories that we don't need to consider here) - strategy columns in "The Duelist" magazine I drew a diagram to visualize the paths that the cards take during a game, triggered by drawing and discarding cards, sorceries, just-put-into-play abilities of creatures, and combat. While not at all complete (I'm working on a much bigger one with charts to show combined effects, etc.), this diagram can help you discover weaknesses in your deck -- look for paths that you can't keep your opponent from forcing your cards to take, and add cards to your deck that counter as many of those options as possible. The DIAGRAM is located HERE; it is 17K; print it at 80% to fit it on an 8.5"x11" page. I playtested the decks using a graph to keep track of each player's changes in life and mana through the game. The "mana curve" is a well-known way to help tweak a deck. Paired with a record of the way play affects life totals, it helps you choose between two cards based on their effects. The GRAPH is HERE; it is 5K; print it at 100%. With that background I wrote down twelve guidelines to build the one color horde decks described in this note. You will see later that these guidelines are NOT rules or laws, because you won't always follow them when you start building your own decks. (You certainly won't follow these rules once you become an advanced player. Just look at some of the MtG decks here. Wow!) Here are the guidelines: 1. Try to keep the casting costs of creatures and sorceries to three mana or less. If you got three lands into play by turn three, you should have been able to put three or four creatures into play, cast one sorcery, and be ready to start damaging attacks. While a big creature or an expensive sorcery (or combo, such as w:Blinding Light+w:Righteous Charge) may be a part of your deck, you won't be able to play them early. 2. Use lots of small, fast, cheap creatures in your deck, even if they are individually weak. The idea of having a horde is to swamp your opponent with lots of "weenies". Then you can win in six or seven turns if you play a "slow" deck that gives you a chance to get more creatures out quickly without taking much damage from big creatures or expensive spells. But...playing horde vs. horde means that you also have to be a little cleverer than your opponent to win, or better at bluffing, or lucky drawing cards, or that you understand your deck and sideboard better. 3. Put creatures with "landwalk" in your sideboard. Because all of these decks use only one color, you typically won't choose any creatures with "landwalk", the ability to avoid being blocked if your opponent has a land of a specific color in play. The various landwalks are: - plainswalk (white) - islandwalk (blue) - swampwalk (black) - mountainwalk (red) - forestwalk (green) Avoid creatures with this ability in their description because it costs them one point of either power (attacking strength) or toughness (defensive strength). Compare g:Grizzly Bears at +2/+2 to g:Lynx at +2/+1 (which has forestwalk). Since forestwalk would make the Lynx unblockable if your opponent had a forest in play, the Lynx would get through where the Grizzly Bears might not. But if you don't play a green horde against a green horde, the Lynx's forestwalk ability is wasted. You might want to include the Lynx in your sideboard, though, in case you face a deck with green in it. Then a Monstrous Lynx (Lynx+Monstrous Growth) can't be blocked. 4. Provide at least one creature that can fly, or that can defend against flying creatures. Flying creatures can deal damage without being blocked, unless you have flying creatures, too (w:Armored Pegasus, u:Wind Drake, b:Bog Imp, g:Moon Sprite; note that r:Goblin Glider can't block), or a creature that can intercept a flying creature even though it can't fly itself (w:Alaborn Musketeer and w:Keen-Eyed Archers; g:Tree Monkey, g:Giant Spider and g:Norwood Archer). The blue deck "Mystic Storm" is the only flying weenie deck in this note, and can add flying to Coral Eel (or any non-flying creature) for a couple of turns using Cloak of Feathers. 5. Use global spells that make the horde strong. You can make your weenies into BIG weenies...and a LOT of big weenies are usually better than one big weenie. Of course the green deck "Lure of Death" is an exception, using Monstrous Growth to add +4/+4 to a single creature such as Lone Wolf (which has a stronger version of regular Magic's "trample" built- in that deals damage directly to to your opponent). 6. Use global spells that slow down or cripple your opponent's horde. You can slow your opponent using w:False Peace to prevent an attack on the next turn, or r:Goblin War Strike to deal damage before you attack, or g:Natural Spring to "back the game up" by giving yourself lots of life. Cripple your opponent by adding "weapons of mass destruction" (AKA "reset buttons") from the sideboard that can destroy all creatures and/or lands if played. You can force your opponent to rebuild his horde, or restart his game with cards like w:Armageddon; b:Nature's Ruin, b:Virtue's Ruin, and b:Rain of Daggers; r:Flashfires and r:Boiling Seas. Some of these cards will destroy YOUR creatures and lands, or deal you damage, but it can be worth it. For example, b:Rain of Daggers costs you two life per creature destroyed, but it can still win you the game. Suppose you have 15 life left and decide to use it to kill all of your opponent's six creatures that have been blocking your attacks: you will run your life total down to three, but you can then overrun your opponent with a horde of weenies or a couple monstrous-sized creatures and win in two or three turns before s/he can recover. Cool! Note that blue and green don't have any common or uncommon mass destruction cards, at least that I have been able to obtain. The blue horde depends on spells that send individual creatures and sorceries to the graveyard (False Summoning and Mystic Denial in the "Mystic Storm" deck), and the green horde uses Natural Spring in the sideboard to buy time to rebuild if b:Rain of Daggers is being used. 7. Have a specific reason to include spells that target only one creature, and keep looking for a spell that works better on your opponent's horde even if it isn't as good on individual creatures. This is a refinement of guideline (5). If you use spells that affect only one creature and last only one turn, they should be in your deck for a reason. The reasons I have included some are that they: - can disrupt an opponent's game (u:Mystic Denial, u:False Summoning, u:Extinguish, and u:Tidal Surge; b:Assassin's Blade) - can let you draw cards to speed up your game (u:Cloak of Feathers, u:Sleight of Hand) - can let one of your creatures break through to deal damage (w:Angelic Blessing; g:Monstrous Growth and g:Alluring Scent (a combo)) - can prevent an unstoppable creature from entering play. For example, u:Eye Spy can be sideboarded into "Mystic Storm" to be used to keep b:Undying Beast from returning to play after it is killed off. You do it in three steps: (1) during your opponent's turn you block Undying Beast and kill it, (2) it goes to the top of your opponent's library, (3) at the start of your turn you use Eye Spy to put Undying Beast directly into your opponent's graveyard. 8. Avoid spells that destroy only one land. These spells are better suited to combat two color decks, especially "splash" decks that have only a few lands of one color. Destroy those lands and you have crippled your opponent's spells of that color. 9. Use spells that force your opponents sorceries and creatures into the graveyard, not back to his hand. Destroy them. Bury them. You won't see them again, at least in these horde decks (except for b:Undying Beast). There are sorceries that can bring them back (b:Raise the Dead, u:Deja Vu), but these spells only slow down a horde for a local and probably cost-ineffective advantage. When you play a horde deck, look forward, not backward. Note: "destroy" is NOT the same as "bury", as I have since learned. In MtG, a destroyed creature can be regenerated, or returned to play (into your hand, or into the unused cards in your deck). A buried creature is placed in your discard pile (graveyard). 10. Use as many of the same spells as you can (up to four of each). The basic horde decks use only two or three different kinds of spells each. This makes it much more likely that you will get a spell that works with the horde, and that you will know how to use all the combinations of sorceries and creatures. As you move toward regular Magic you can build on your knowledge to create more complex decks with interacting spells of many varieties. The ability to build "balanced" decks with interacting spells is -not- covered in this note. 11. Use spells that are effective individually and in combinations. Finding combinations (AKA "combos") is part of the fun of deck building. Finding spells that work both individually and as combos is tricky, though. Read "MYTH: Combos Rule/Combos Suck" on pages 11-12 of "Magic:The Gathering(r) Official Strategy Guide" for a discussion and some general advice about combos. Specific advice is harder to find. A good start is to ask yourself how you would play each sorcery in a combo and individually. Here are two examples: - g:Monstrous Growth + g:Alluring Scent (from "Nature's Assault") Played together, Alluring Scent forces all attackers that can block one card to do so, then your one creature with Monstrous Growth can get through. When facing the blue "Mystic Storm", play Alluring Scent on g:Moon Sprite and send in g:Lone Wolf enhanced with Monstrous Growth. Even if a u:Coral Eel blocks, Lone Wolf will deal the rest of the damage to your opponent! You could also play both Alluring Scent and Monstrous Growth on g:Grizzly Bears, and let all your other attackers through while the big bears kill off another big creature, such as an enhanced b:Swarm of Rats. Individually, Alluring Scent can break a stalemate if neither you nor your opponent wants to be the first to attack. Play it on the smallest cheap creature you have, and attack with the rest, which will get through to damage your opponent. Monstrous Growth can be played on Lone Wolf as a stalemate breaker to damage your opponent. - w:Blinding Light + w:Righteous Charge Played together, Blinding Light taps all your opponent's creatures so that your horde, enhanced by +2/+2 using Righteous Charge, can deliver a killing blow that could deal up to 18 damage. Individually, Blinding Light is more useful because it will let all of your creatures through even if they aren't enhanced. Righteous Charge is useful if you have more creatures than your opponent, or if your opponent thinks you only have one of them in your deck and so blocks one big creature. The next Charge will be a BIG surprise! (Note: Some of the arcane combos I've since read about in "The Duelist" magazine and the newsgroup can deal hundreds or millions of damage, but I have my doubts about their being used by the typical player. Our local players haven't trotted out one of these combos when I've been watching them, and in friendly play I was told that using one is in bad taste locally. Clearly YMMV, so if you use 'em, more power to you!) Finally, both cards of the combo must be cast during the same turn to work. This means that you must have enough mana to pay for them, and -this- means that in Portal you will probably play the combo late in the game, around turn six or seven. That makes these combos "finishers", tools to let you end a game. If you are taking a beating early, and have one of the combo cards, don't save it -- play it, ASAP! 12. Use equivalent cards from Portal and Second Age to double the numbers of desirable "weenies" in your horde. Do you want more creatures that only cost one or two mana to play, but can't include them because you would exceed the four-of-a-kind limit? Then you should look through the cards in both Portal (designated by a P) and Portal:The Second Age (designated by SA) to avoid the restriction. You can include four of each of the equivalent cards, and keep your horde's casting cost low. Here are some common equivalent creatures: - w:Devoted Hero (P) and w:Volunteer Militia (SA) - u:Storm Crow (P) and u:Talas Scout (SA) - g:Grizzly Bears (P) and g:Bear Cub (SA) The Portal diagram and these guidelines should help you understand why the horde decks and their sideboards are built the way they are. But these decks are not perfect (is any deck ever perfect? :-) so always ask yourself if there is a better sorcery, or a fresh approach to the deck, and experiment. Play a new deck against the Second Age pre-constructed decks. If you beat them consistently, then you are on to something! If you win some of the time, but not always, look at what went wrong, and try to replace the creature(s) or sorceries that didn't work. Use the following decks to get started, and have fun! The Decks --------- The general structure of each horde deck is: 16 creatures 2 creatures or sorceries 7 sorceries 15 lands, all of one color Each deck's cards will be listed according to this structure, then playing strategies discussed, and finally the sideboard will be described, along with some ideas about how to use it. Playtesting the early versions of these decks showed that some played better with more sorceries and others with more creatures, so two cards of the deck were left to "float" between the two. The sideboards are designed with this in mind. The White Deck: "Blinding Charge" ---------------------------------- # Card Cost Set Comments - ------------------ ---- ---- -------- 4 Devoted Hero w P 4 Alaborn Zealot w SA suicides & destroys creature it blocks 4 Alaborn Grenadier ww SA doesn't tap when it attacks 4 Armored Pegasus 1w P flying 2 Volunteer Militia w SA 4 Blinding Light 2w P tap all non-white creatures 3 Righteous Charge 1ww SA all creatures get +2/+2 til end of turn 15 Plains Sideboard --------- 2 Charging Paladin 2w P gets +0/+3 for turn if it attacks 2 False Peace w P opponent cannot attack next turn 2 Rally the Troops w SA untap before you block attack 1 Warrior's Charge 2w P all creatures get +1/+1 til end of turn 1 Righteous Charge 1ww SA all creatures get +2/+2 til end of turn 1 Gift of Estates 1w P if opponent has more lands find 3 in your deck 1 Armageddon 3w P,SA destroy all lands (yours, too) This is the second fastest deck ("Red Rage" is faster because two of its creatures, Raging Goblin and Raging Cougar, can attack as soon as they are played). Still, "Blinding Charge" is usually fast enough to win, with 10 creatures that cost only one white mana and eight that cost only two mana. The strategy to win with "Blinding Charge" is to build up a lot of cheap creatures, blocking only as necessary and letting the early attacks that could destroy your blocking creatures go through. Once you have your army you start charging using Blinding Light to keep your opponent from intercepting you. This deck can win even with only three plains in play because you can often play two creatures each turn. Once you get four or five creatures and six lands in play you can cast a Blinding Light+Righteous Charge combo to deal from 10 to 18 damage to your opponent! Of course, your opponent isn't just sitting around while you assemble your army, so you may want to take some damage and let one or two early attacks go by without blocking (and thus destroying your creatures). Blinding Light will let your attackers get through against any deck except a white deck, and is useful even if you don't have Righteous Charge to play. However, you should try to save at least one Blinding Light to use with one of the three Righteous Charges in your deck. This combo plays with six mana, tapping all non-white creatures (even yours, but you don't have any) so that they cannot block. Then the Righteous Charge gives each of your creatures +2/+2 extra, and lets your attack slam right into your opponent with 10 to 18 damage. If you are lucky and get a combo pair early, play it as soon as you can if you are opposing "Mystic Storm". If you wait too long, an Extinguish (costs 1u) or a Mystic Denial (cost 1uu) can break the combo, drastically reducing its effectiveness. You can also bury a non-flying attacker by NOT attacking with one of your Alaborn Zealots, and using it to block the problem creature. Using the Sideboard ------------------- - Charging Paladin Swap Charging Paladin for two Armored Pegasus when playing a horde that has few flying creatures (all except u:"Mystic Storm"). Play the Paladin in an attack with a Righteous Charge, and it will become a +5/+7 creature. Two charging Paladins facing creatures tapped by Blinding Light will deliver 10 damage to your opponent. - False Peace Slow your opponent down by swapping the two False Peace for Volunteer Militia. Your opponent can't attack on the next turn, which gets you another card. Try to complete a combo if you can, especially in mid-game when you haven't seen one of the other combo cards out yet. Your opponent can still summon creatures and block you, though. But if you have replaced one Blinding Light+Righteous Charge with Gift of Estates+Armageddon, you can use False Peace AFTER Armageddon to keep your opponent from attacking you with his creatures (which keeps them from damaging you). - Rally the Troops Swap these for Volunteer Militia, and play it before you finish your turn (this is legal under the extended game cycle of full Magic). Your creatures, which had to tap to attack and so could not block in the next turn, now can block. Play this early to slow down a fast red deck, whose creatures can attack the same turn they are summoned. - Warrior's Charge - Righteous Charge Do you need more charges? Then send the Volunteer Milita home, and add two more Charges. Sure, Warrior's Charge is weaker (it gives your troops +1/+1 instead of +2/+2), but you have a four-of-a-kind limit, and an extra two Charge cards means you're more likely to draw one when you need one. - Gift of Estates+Armageddon This is a great combo to play on all the horde decks in this note. You can play Gift of Estates before Armageddon as long as you don't exceed the seven- cards-in-your-hand limit, and as long as your opponent has more lands in play than you do. Be careful about this, and plan to run defensively on one land less than your opponent. Here are scenarios to use with this combo. Combo Status Strategy -------------------- -------- Armageddon only play as soon as your opponent has three or four lands; against blue and black decks you'll prevent opponent from casting sorceries like u:False Summoning or b:Assassin's Blade, and delay all players (including you) from putting creatures into play. Make sure you have a advantage in the fighting that will go on. A good time to play Armageddon is right before you attack: you may have one more creature than your opponent, and can prevent spells that kill attacking creatures from working Gift of Estates only play as soon as you can (you'll have 4 lands, your opponent -must- have more than four lands in play; keep the lands you get in your hand; play defensively until you draw Armageddon; play creatures as opposed to lands if possible; discard creatures if necessary both if you're not taking much damage, get your creatures out, sucker your opponent into putting as many lands into play as possible, then summon your last creature (hopefully a big one), play Gift of Estates, and finish up with Armageddon. (Gift of Estates is not effective after Armageddon; you would have to wait until your opponent played five lands, which would return the game's momentum to your opponent.) The Blue Deck: "Mystic Storm" ----------------------------- # Card Cost Set Comments - ------------------ ---- ---- -------- 4 Cloud Pirates u P flying; intercepts only creatures w/ flying 4 Storm Crow 1u P flying 4 Coral Eel 1u P 4 Wind Drake 2u P flying 2 False Summoning 1u P,SA return creature to graveyard 4 Cloak of Feathers u P give 1 creature flying for turn; draw card 3 Mystic Denial 1uu P,SA return creature or sorcery to graveyard 15 Islands Sideboard --------- 2 Man-o'-War 2u P return opponent's creature to hand 2 Sleight of Hand u SA draw two cards; one to your hand 2 Eye Spy u P discard top card of opponent's library 4 Extinguish 1u SA spell has no effect "Mystic Storm" is a flying weenie deck with a control component that you can tailor to combat the different hordes. Blue's one-casting-cost creatures are weak (compare Merfolk of the Pearl Trident to w:Devoted Hero), so slightly larger creatures were chosen. Blue weenies also have lower power and toughness, in general, because blue is a "control" color: it has a lot of counterspells to keep your creatures alive and your opponent's creatures out of play. Thus the "Mystic Storm" playing strategy is to get your creatures into play as quickly as you can -- which is more slowly than your opponent c.an! -- but to even the odds using False Summoning and Mystic Denial. You will also gain an advantage dealing damage to your opponent because the deck uses flying to avoid having your creatures blocked. Cloak of Feathers adds flying to Coral Eel, and also speeds up your play by letting you draw a card. Blue decks tend to wait around to make their move in the late mid-game or end game. Don't. Attack, attack, attack! Using the Sideboard ------------------- - Man-o'-War Swap Man-o'-War for False Summoning to get an extra two creatures that also include the ability to force an opponent's creature back into his hand when you play the card. Save Man-o'-War to combat w:Paladin, u:Wind Drake, b:Swarm of Rats, r:Goblin General, and g:Lone Wolf or g:Grizzly Bears. This can break a stalemate or disrupt your opponent's next attack, as well as clearing the way for Man-o'-War to attack next turn. If you can play Cloak of Feathers on it to give it flying, even better! - Sleight of Hand Speed up play against "Blinding Charge", "Red Rage", or "Lure of Death" by swapping it for two Mystic Denial or Cloak of Feathers (two cards come off your library instead of one; you choose which one to keep). - Eye Spy Use Eye Spy to keep b:Undying Beast from returning to play, or to kill any card that returns from play to your opponent's library. It has limited usefulness as a way to look for cards in your opponent's library, but psychologically can annoy the hell out of him. Who wants someone looking at the cards they have before they've seen them themselves? - Extinguish This is Portal's (cheaper) version of Magic's b:Counterspell, which costs uu. Since Extinguish costs 1u it is more flexible. It is included in the sideboard to nullify the Charge cards in "Blinding Charge", b:Assassin's Blade in "Assassin Rats", r:Goblin War Strike in "Red Rage", and g:Monstrous Growth or g:Alluring Scent in "Lure of Death". When playing the black rat pack, swap out all of the Cloak of Feathers for Extinguish -- you'll need them! The Black Deck: "Assassin Rats" ------------------------------- # Card Cost Set Comments - ------------------ ---- ---- -------- 4 Muck Rats b P 4 Ravenous Rats 1b SA opponent chooses & discards one card 4 Swarm of Rats 1b SA has power = number of rat cards in play 3 Cruel Edict b SA opponent chooses one creature; destroy it 4 Assassin's Blade 1b P destroy any one attacking non-black creature 2 Mind Rot 2b SA opponent chooses & discards two cards 2 Vampiric Touch 2b P deal two damage to opponent; you gain two life 2 Final Strike 2bb P deal damage to opponent; destroy creature 15 Swamps Sideboard --------- 4 Bog Imp 1b P flying 2 Feral Shadow 2b P flying 2 Undying Beast bb P returns to top of library if killed 1 Dread Charge 3b P black creatures blocked by black creatures 1 Rain of Daggers 4bb SA destroy opponent's creatures; lose two life for each creature destroyed this way This deck doesn't follow the guidelines for constructing a weenie deck, going heavy on sorceries instead of creatures. Still, it may be the best of all in this note. It plays quickly; it has a theme (lots of rats); uses a wide variety of sorceries that let you take control of the attack; and has the awesome Swarm of Rats creature, which gains power with evey rat card played. With four Swarm of Rats and just a single Muck Rat in play, your opponent faces four creatures that each have a +5/+1 rating. Even if you only get one swarm into play, you can "slide" the power of your other +1/+1 rats down the line, and use the combo: Swarm of Rats + Final Strike to deliver damage directly to your opponent. Because Swarms of Rats is a rat card, it adds +1/0 to itself and to the other swarms. You should play your sorceries and sacrifice your other creatures if you sideboarded them in (Bog Imps and Undying Beasts) to kill your opponent's attacking creatures. Then unleash the swarms! "Rats" is weak defensively, so I eventually replaced creatures with sorceries to destroy your opponent's creatures before the rats attack. Play Ravenous Rats to force your opponent to discard a card -- you can do this once for each Ravenous Rats played. Mind Rot forces your opponent to discard two cards -- your opponent can't play what he doesn't have. Cruel Edict forces your opponent to destroy one of his creatures. Assassin's Blade saves your rat swarms by killing your opponent's attackers directly, instead of blocking them. Vampiric Touch lets you gain two life each time you deal two damage to your opponent, helping you get more rats out while attacking your opponent and defending yourself. "Assassination Rats" stands up well to Armageddon. If you have Swarms of Rats in play before Armageddon, then just one swamp will let you start adding power to the swarm by playing one Muck Rat. Two swamps, and you can play your other rats and your sorceries. Against this horde, Armageddon is just a "speed bump" (a card that only trivially slows down a player). Using the Sideboard ------------------- - Bog Imp - Feral Shadow It's a toss-up. Creatures or sorceries? You may want to add creatures with flying if you face the blue "Mystic Storm" horde because creatures stick around longer than sorceries. If so, swap some combination of four of these creatures for Muck Rats, and save the special rats for attack. - Undying Beast This big beast can kill off attackers over and over, as long as you have enough swamps to cast it repeatedly. Put two of these in place of two Muck Rats, and set up a "sideshow" -- once your hand is full -- playing the beast while you use sorceries to destroy your opponent's creatures. When your hand is empty, DON'T block with the beast unless it will win, thus uncorking your library to draw fresh spells. Blue can kill the beast with b:Eye Spy, but it takes a little effort. - Dread Charge Use Dread Charge when you have several Swarms of Rats in play with supporting rats, and you can end the game. Use it early if necessary to buy some breathing room, especially against the "Red Rage" deck. If you have both Dread Charge and Final Strike in your hand, play the Charge first, then use Final Strike to deal damage directly to your opponent. - Rain of Daggers Dealing damage to yourself can be good. Use Rain of Daggers to clear away a horde of weenies, then even your tiny rats can get through. It is possible to win when you only have one life left -- if your attack can bring your opponent down to zero! The Red Deck: "Red Rage" ------------------------ # Card Cost Set Comments - ------------------ ---- ---- -------- 4 Raging Goblin r P,SA no summoning sickness 4 Goblin Glider 1r SA flying, can't block 4 Goblin Raider 1r SA can't block 4 Raging Cougar 2r P no summoning sickness 2 Goblin General 1rr SA all goblins get +1/+1 when it attacks 3 Scorching Winds r P deal one damage to each attacking creature 4 Goblin War Strike r SA deal opponent damage = number goblins in play 15 Mountains Sideboard --------- 2 Goblin General 1rr SA all goblins get +1/+1 when it attacks 2 Raging Minotaur 2rr P no summoning sickness 2 Tremor r SA deal 1 damage to each creature without flying 2 Flashfires 3r P destroy all plains 2 Boiling Seas 3r P destroy all islands "Red Rage" is the fastest horde deck because several of its creatures (Raging Goblin, Raging Cougar, Raging Minotaur) are not affected by summoning sickness, and can attack the turn they are played. It's not uncommon to play a mountain and a Raging Goblin in the first turn, then attack your opponent and deal one damage -- for starters! Your sorceries are also cheap, so you may be able to cast more than one during your turn. Hammering away at your opponent is known as "beat down", and you can do a lot of beating (although a blue deck can cause you problems). Your Goblins that can't block (Goblin Glider, Goblin Raider) can help you win two ways. First, they can attack (no surprise), but second they contribute to the total damage you can deal to your opponent with Goblin War Strike. When the goblins power and toughness is increased by playing your Goblin Generals, even a wimpy Raging Goblin becomes a +3/+3 creature, and you typically will have several in play. The key to "Red Rage" is to tune it to keep your opponent off balance during a very fast attack, and finish him off with pumped up goblins, war strikes, and perhaps a big creature. Let's see how the sideboard helps. Using the Sideboard ------------------- - Goblin General If you don't need a flying creature to get an attack through, replace two Goblin Gliders with two more Goblin Generals. Your Goblin War Strike will be equally likely to deal as much damage as it did before, but your goblins could all get up to +4/+4. - Raging Minotaur Raging Minotaur can replace two Raging Cougars if your horde needs more strength in the late game. You can play it as early as turn four because the minotaur is not affected by summoning sickness. - Tremor Tremor is a good way to hurt a rat swarm. The rats don't have flying, and all can be killed by one damage, even the b:Swarms of Rats. This is a nasty surprise for a black horde that has no counterspells, or a blue deck with no counterspells available. (Things get even worse for blue, as we'll see.) - Flashfires Replace two Goblin Gliders with Flashfires when playing the white "Blinding Charge" deck. It costs four mana, just like Armageddon, but doesn't destroy your mountains. You have two, so you may be able to get it into play before your opponent gets an Armageddon, and get out one or two more creatures before he can recover. That might be enough to give you the winning edge. - Boiling Seas Replace two Goblin Gliders with Boiling Seas when playing the blue "Mystic Storm" deck. Blue depends on mana to cast counterspells, so save your sorceries until after you boil water, leaving your opponent unable to prevent them from taking effect. The Green Deck: "Lure of Death" ------------------------------- # Card Cost Set Comments - ------------------ ---- ---- -------- 4 Tree Monkey g P can block creatures with flying 4 Norwood Ranger g SA 4 Moon Sprite 1g P flying 4 Grizzly Bears 1g P 2 Lone Wolf 2g SA may deal ALL damage to opponent if blocked 4 Monstrous Growth 1g P,SA target creature gets +4/+4 this turn 3 Alluring Scent 1gg P,SA choose 1 creature; all creatures that can block it must do so this turn 15 Forests Sideboard --------- 2 Lynx 1g SA forestwalk 2 Mobilize g P untap all your creatures 3 Deep Woods 1g SA damage by attacking creatures = 0 this turn 2 Needle Storm 2g P four damage to each creature with flying 1 Natural Spring 1g P you gain 8 life "Lure of Death" has several creature/sorcery combinations that make your horde a "pop-up" swarm instead of a bunch of same-sized weenies. The key to playing this deck is remaining alert to your possibilities, and choosing the right combo at the right time. Let's talk about them. - (any creature) + Monstrous Growth You can Growth a creature to make it bigger, then attack with it to destroy several smaller creatures that block it, or leave the monster untapped to block and kill a big attacker. However, this sorcery is better when played on some creatures rather than others: * Tree Monkey: use to block large flying attackers * Moon Sprite: ditto, also use if no flying creatures are in play to deal heavy damage to your opponent * Lone Wolf: if blocked, you may choose to have it deal 6 damage to your opponent instead of the blocking creature; if it isn't blocked it will deal the damage anyway! Lone Wolf will usually survive to do it again, as the monster wolf is a +6/+6 creature - (any creature) + Alluring Scent [+ Monstrous Growth] I learned about this trick from the pre-constructed "Nature's Assault" deck. Play Alluring Scent on your smallest creature and the rest will get through. Or, play it on a monstrous creature, and deal lethal damage to as many as six smaller creatures (like a +1/+1 bunch of rats or w:Devoted Heros). You will need five mana to cast Alluring Scent and Monstrous Growth, so you may decide to play each sorcery independently, and hope to get them both, with enough mana, in hand to finish off your opponent. Using the Sideboard ------------------- - Lynx Swap the Lynx for the two Alluring Scent when you play a green deck. The Lynx will be unblockable, and be even more effective when Monstrous Growth targets them. - Mobilize Untap all your creatures to defend against an upcoming attack. Block with Tree Monkeys to damage other +1/+1 weenies, or with Grizzly Bears to destroy them. You can also buy time by playing Mobilize -- your opponent may choose not to attack, and give you an extra turn to play another land or draw a sorcery. - Deep Wood Swap these in in place of Tree Monkeys, especially when facing w:"Blinding Charge" or b:"Assassination Rats". You can make your opponent's attack fizzle. Deep Wood is also good as a defense against another green horde playing Lone Wolf -- a monstrous wolf can't hurt you. - Needle Storm Use Needle Storm against the blue "Mystic Storm" deck. It will kill all flying creatures. (It actually forms a combo AGAINST your opponent if he plays b:Cloak of Feathers: Cloak + Needle Storm = damage to an otherwise untouchable creature). Since Needle Storm damages your creatures with flying, swap it for Moon Sprite. - Natural Spring Natural Spring gains you 8 life, which can buy you time to develop your attack, especially since it costs four mana (which you might not have until you have taken some damage). This card won't finish off your opponent, but it will give you a chance to play the "if I'm not dead I haven't lost" strategy! Conclusion ---------- You can have a lot of fun designing Portal decks and playing them. The 40 card deck size makes Portal a good "magical laboratory" to explore techniques individually, before you move on to full Magic and 60 card decks and complex sorceries and an expanded flow of play. Some topics I've been studying using Portal and hybrid Portal/Mtg 40 card decks include: - Two-Color Portal Decks - Creatureless Decks - Creating & Using Portal/MtG Unblockable Creatures - A Portal/MtG "Theme Engine" Deck - Various Themes: Wurms, Spikes, Slivers, Elves, Lions'n'Tigers'n'Bears And this is something that may be out there, but I haven't found it yet, so I'm building one of my own: - Visualizing the MtG Metagame This is a huge graph with an additional page of symbols you can cut out and gluestick to it to show actions during a turn. It's an extension of the incomplete flowchart I mentioned earlier. Since I teach computer architecture, I've designed a "Magic Processor" -- a bus architecture that shows how cards, mana, and life flows are related. I've also devised a table that shows what effects a card has, in terms of the graph, and how those effects relate to other cards. This can be used to build "plug-in" modules for the Magic Processor (on 3x5 cards) that let you see the effects of combos and identify their weaknesses. This is VERY helpful when looking for cycles, such as the Recurring Nightmare & Two Gravediggers (Duelist v5 n8, "Duelist Picks & Tricks"). The chart doesn't address the issues of the mana curve, ratios of cards that give you the probability of drawing and casting a combo, or game strategy (how to set up a deck so that you have a path to a win under various sequences of draws). What it does do is help you identify a side effect you might have missed, look for interesting card interactions, and figure out why some (apparently) useless cards are real winners. All of which is helpful to newbies like myself!