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(HoF) Marble Idol Deck (NG, 20/5/25)

So I'm not creative with deck names - sue me. :-P One of my favorite decks, bar none.

3 Lead Idol
3 Marble Idol
4 Possession
3 Necromancer
2 Sakuya
3 Spiny Agama
2 Spud Folk

3 Gaseous Form
2 Magma Armor

1 Chariot
2 Cleanse
2 Comet
1 Drain Magic
2 Fairy Light/Permission/Manna
1 Goblin's Lair
2 Land Protection
2 Peace
2 Phantasm
1 Replace
2 Suppression
2 Telegnosis
3 Telekinesis
2 Trade

Marble Idol decks are a blast to play in my opinion regardless of strategy (evolving creatures/Polymorphing/Goblin's Lair), but this one is simply evil once it gets rolling and is the final product of those deck concepts.

The way I play this deck...

I try to get the Lead Idols out early. Peace one, Phantasm the next, and Land Protect the last. Not completely necessary (I've won several matches without), but it helps when Telekinesis'ing high level lands. Lay out the Marble Idol at your own discretion. If I get the feeling my opponent is running multiples, I'll usually lay it out early. It's nice if you can get both Spud Folks and Sakuyas out, but if nothing else, try to get multiples of the Necromancers out. I usually keep one in my hand as backup.

Then comes the fun part. >:-)

Start using your Possessions to take over the board, and every time you pass a Necromancer, pop off his territory ability to get another Possession. Within 10-15 rounds, you should own most of the territory, and along with TK and Comet, you should have a complete lock on the board...meaning...you own every land on the board, and as long as at least one Marble Idol stays in play, no invasions of your territories should occur.

Level up the lands and cruise your way to victory. :-D


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Last Updated on Wednesday, 15 May 2013 12:48

Card of the Moment

Sylph 360
ST:20 HP:20 MHP:20
G:20
Neutralizes: Attacks from creatures with MHP of 40 and up. / Territory (100G): Evolves into Garuda.

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