I thought it'd be fun to build a deck around manipulating attackers and defenders. This deck is really if you're playing against big monsters and Voltron decks.

Deck Strategy:

Early Game (Turns 1-4):

  • Ramp: Your early game should focus on setting up your mana. Cards like Land Tax, Mana Crypt, Mox Diamond, and Pearl Medallion will help accelerate your game.
  • Setting Up Defenses: Play early creatures like Deftblade Elite, Giver of Runes, and Lowland Tracker. These creatures can deter early aggression with their combat-related abilities.
  • Tutors: Use Enlightened Tutor, Idyllic Tutor or Stoneforge Mystic to fetch key equipment or other essential pieces.

Mid Game (Turns 5-8):

  • Board Control: This is where you start to take control of the battlefield. Play General Jarkeld and use his ability to manipulate combat. Cards like Magnetic Web and Reconnaissance can further influence how combat plays out.
  • Equipment Synergy: Equip your creatures with powerful equipment fetched by Stoneforge Mystic or Stonehewer Giant. Umezawa's Jitte, the Swords, and Loxodon Warhammer are all excellent choices.
  • Bushido and Double Strike: Play creatures with bushido like Araba Mothrider and Konda's Hatamoto. Enhance them with Battle Mastery or True Conviction for double strike. This makes your creatures formidable in combat and can lead to surprise eliminations.

Late Game (Turn 9 and beyond):

  • Big Threats: Deploy heavy hitters like Elesh Norn, Grand Cenobite, Hero of Bladehold, and Konda, Lord of Eiganjo. These creatures can quickly close out games..
  • Protection and Evasion: Use Teferi's Protection and Eerie Interlude to protect your board from wipes. Rogue's Passage can make a key creature unblockable for a lethal attack.
  • Recurring Threats: Sun Titan can bring back many of your key pieces. Gift of Immortality can make a creature a recurring threat.

Key Interactions:

  • General Jarkeld + Reconnaissance: Attack with your creatures, then after declaring attackers, use Reconnaissance to remove them from combat. This allows you to manipulate combat without risking your creatures.
  • General Jarkeld + Odric, Master Tactician: This combination ensures you dictate how combat plays out, deciding who blocks and who doesn't.
  • Stoneforge Mystic/Stonehewer Giant + Equipment: These cards allow you to quickly fetch and equip the best equipment for any given situation.
  • Odric, Lunarch Marshal + Creatures with Keywords: With Odric in play, your creatures will share their combat-related keywords, making your entire army formidable.

Tips and Tricks:

  • Combat Manipulation: Remember, General Jarkeld can be used defensively as well as offensively. If an opponent is attacking another player, you can use Jarkeld's ability to your advantage.
  • True Conviction: This card can turn any board state into a lethal one. Double strike and lifelink on all your creatures can quickly end games.
  • Protection: Always try to keep mana open for protection spells if you have them in hand, especially when moving to win the game.

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92% Casual

Competitive