Its got a few rares in it but all in all it isn't a wholly expensive deck to put together. The premise is this:
Confusion in the Ranks says whenever a creature/artifact/enchantment enter the battlefield, its controller picks a perm of the same type that their opponent controls and they swap.
Once you get that into play you have a ton of bouncing creatures which can take all of their creatures. The fun comes in because they can do the same to you to get their creatures back. Also artifact lands trigger the swap effect so you can take an artifact or a land.
I've also won a bunch of games with this deck using just Norin the Wary and Genesis Chamber. The whole deck works nicely together and can win in a few ways. Of course this deck croaks to any kind of enchantment removal but I haven't had this kind of fun in a long time :).
Its a good Kitchen Table deck, but it can get confusing when you have evoked creatures, flash creatures with removal effects, etc.. etc.. It is quite fun though.
LOL, so you pull that enchantment out, and pull out a creature, steal their creature, give them a creature that goes back into their hand and more than likely cant even cast. LOL....if i were playing against that i would have smashed the table over your head by now
LOL, so you pull that enchantment out, and pull out a creature, steal their creature, give them a creature that goes back into their hand and more than likely cant even cast. LOL....if i were playing against that i would have smashed the table over your head by now
It goes to its owner's hand, so it comes back into your hand so that you can do it over and over and over! Norin makes so that you steal two creatures for one you put into play.
Yeah you play a Glitterfang for example, it switches with their creature, EOT your creature returns to OWNERS hand. If they cast another creature they basically have to give it to you in exchange for the creature you stole.
I had a Kitchen Finks go back and forth, tapped for 4 turns in one game. If you have a Genesis Chamber in play, you can steal an additional creature with the fact caveat that you give them a 1/1 Myr token.
Norin the Wary is also an all-star in this deck he basically nets you either a Myr Token or one of their creatures (or both) every turn, theirs and yours. Since Norin returns to play under its owner's control, your opponent never gets the benefit of having him under their command. He can't attack, block, or be targeted, the only thing that kills him that I've seen is Umezawa's Jitte, which to be fair is a powerful card that eclipses this deck anyway. First turn Norin, Second turn Genesis Chamber is an awesome one and two drop. The amount of tokens you can generate can even net you massive attacks on turn 4 or 5!
I'll try it out tonight/tomorrow if I can grab those cards for cheap.
I would just be concerned about not drawing enough land to drop Confusion. The Seething songs really helped me power out the card, not to mention winning with Banefire + Seething Song.
I'm going to try this deck tonight/tomorrow though. I'll post my results!
Though to be honest I never really have trouble winning for some reason.
The burn is completely useless, except in like a Fog match up. Some thing that should be relegated to the board.
The deck wins by smashing face with your vict.....er I mean opps. own stuffs.
With what your running I would be afraid that I wouldn't draw any of the self bouncing creatures.
I have 14 creatures! I have always gotten at least one. I have the burn in there to stop creatures when I'm setting up one of my combos, also used it a few times to pop a planeswalker. I've also won a couple of rather tight matches with a post-attack bolt/magma jet.
Magma Jets were awesome because I'd often draw a hand which had seething song, 3 land, bounce creature or two and a magma jet, the magma jet accelerated drawing Confusion in the ranks. However in your deck you have the long term plans which can get the Confusion faster, but you still have to get 5 land drops right?
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Heres the deck I'm running which I got from PureMTGO, written by spg.
4 Glitterfang
3 Viashino Sandscout
4 Viashino Sandstalker
3 Norin the Wary
4 Confusion in the Ranks
Artifacts:
4 Genesis Chamber
Instants:
4 Lightning Bolt
4 Magma Jet
4 Seething Song
2 Banefire
Land:
15 Mountain
4 Ghitu Encampment
4 Great Furnace
1 Kher Keep
Its got a few rares in it but all in all it isn't a wholly expensive deck to put together. The premise is this:
Confusion in the Ranks says whenever a creature/artifact/enchantment enter the battlefield, its controller picks a perm of the same type that their opponent controls and they swap.
Once you get that into play you have a ton of bouncing creatures which can take all of their creatures. The fun comes in because they can do the same to you to get their creatures back. Also artifact lands trigger the swap effect so you can take an artifact or a land.
I've also won a bunch of games with this deck using just Norin the Wary and Genesis Chamber. The whole deck works nicely together and can win in a few ways. Of course this deck croaks to any kind of enchantment removal but I haven't had this kind of fun in a long time :).
Its a good Kitchen Table deck, but it can get confusing when you have evoked creatures, flash creatures with removal effects, etc.. etc.. It is quite fun though.
It goes to its owner's hand, so it comes back into your hand so that you can do it over and over and over! Norin makes so that you steal two creatures for one you put into play.
I had a Kitchen Finks go back and forth, tapped for 4 turns in one game. If you have a Genesis Chamber in play, you can steal an additional creature with the fact caveat that you give them a 1/1 Myr token.
Norin the Wary is also an all-star in this deck he basically nets you either a Myr Token or one of their creatures (or both) every turn, theirs and yours. Since Norin returns to play under its owner's control, your opponent never gets the benefit of having him under their command. He can't attack, block, or be targeted, the only thing that kills him that I've seen is Umezawa's Jitte, which to be fair is a powerful card that eclipses this deck anyway. First turn Norin, Second turn Genesis Chamber is an awesome one and two drop. The amount of tokens you can generate can even net you massive attacks on turn 4 or 5!
This deck is hilarious.
4 Mulldrifter
4 Soultether Golem
1 Norin the Wary
4 Viashino Sandscout
4 Vashino Sandstalker
3 Lavacore Elemental
3 Glitterfang
4 Long-Term Plans
2 Thunderheads
2 Mark of Fury
4 Izzet Boilerworks
4 Crumbling Necropolis
2 Kher Keep
4 Seat of the Synod
4 Great Furnace
1 Island
2 Mountain
As you can see I went R/U, but I think it really opens the deck up, to be honest.
Test it out and see.
Trade Thread
I would just be concerned about not drawing enough land to drop Confusion. The Seething songs really helped me power out the card, not to mention winning with Banefire + Seething Song.
I'm going to try this deck tonight/tomorrow though. I'll post my results!
Though to be honest I never really have trouble winning for some reason.
The burn is completely useless, except in like a Fog match up. Some thing that should be relegated to the board.
The deck wins by smashing face with your vict.....er I mean opps. own stuffs.
With what your running I would be afraid that I wouldn't draw any of the self bouncing creatures.
Trade Thread
I have 14 creatures! I have always gotten at least one. I have the burn in there to stop creatures when I'm setting up one of my combos, also used it a few times to pop a planeswalker. I've also won a couple of rather tight matches with a post-attack bolt/magma jet.
Magma Jets were awesome because I'd often draw a hand which had seething song, 3 land, bounce creature or two and a magma jet, the magma jet accelerated drawing Confusion in the ranks. However in your deck you have the long term plans which can get the Confusion faster, but you still have to get 5 land drops right?