This is a thread where I would be grateful for some feedback on my Jumpstart format. It's basically Jumpstart but with a different pool of cards. And rather than crack open two packs and smash them together, you get given six packs and choose two packs to smash together - reducing the chance of getting two decks that have no common colour (which isn't actually too crippling, what with the amount of fixing per deck.)
There are three decks for each mono colour, and four of each colour pair (with each deck leaning more to one colour than the other - so the White/Green Dinosaur deck has only White or White/Green cards - to assist with deck-pairing.)
Anyway, below is a list of the different half decks. I'm strictly only allowing cards with the 2015 border onwards. I want it to look cohesive, with some allowances with masterpieces / invocations etc.
This deck is white weenie getting pumped. Pairs well with other combat-trick heavy decks, or token-based strategies.
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The God of the True deck plays in the graveyard. So many of the creatures can come back for a second round. Token decks appreciate this, along with reanimation.
Ramp into powerful artifacts, then start mass producing copies of them! Works well with token decks, or artifact heavy decks.
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Filled with tricks, this is typical Jace. Iconic and powerful blue spells will slow your opponent down. Stunt Double to be swapped for Spark Double.
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A tribute to the Multiverse's most iconic Wizards, this deck is classic Blue; grind down your opponent with slow tempo, before taking control of the game. Sublime and Naru create an infinite combo which other half decks can support.
Leaning on creature-creation through instants and sorceries gives Chandra more options when combining with other decks (such as those that enjoy tokens or Instants/Sorcery matters). Surge a Fall of the Titans to live your Chandra fantasy!
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The idea of this deck is to aggressively ramp into an overwhelming amount of tokens, and then double your army with Zada/Heat Shimmer, Krenko Mob Boss, or Kindred Charge. This deck is fantastic to pair with anything, mainly for the ridiculouslness of the token doublers.
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There are a surprising number of good devil cards, and their abilities make opponents think twice about blocking them. Aggressive decks welcome Tibalt's support, and he pairs nicely with graveyard strategies too as an enabler.
This is true Liliana; zombie tribal, with an aggressive playstyle, turning your hordes sideways safe in the knowledge that you can bring them back from the dead.
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Embrace Phyrexia with a slew of spells that will carve your opponents up in pursuit of blessed perfection. This is a perfect support deck, as it goes down many paths without sacrificing power - true black.
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Drain your enemies of their life force with iconic Vampires from Magic's history. The death triggers work well in other aristocrat shells, but try not to dilute the force of this deck with too many other colours.
Animate the land and lead Zendikar to victory! Land matters, a healthy amount of mana ramp, and a few iconic big green lads makes this half-deck a proper powerhouse.
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Aggressive, overwhelming and blessed with beautiful artwork. This tribe doesn't have a ton of synergy with other decks, but it rounds out the creature curve perfectly, with a little splash of everything that green does (tokens, graveyard, ramp, combat tricks).
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Beasts embody Garruk's ferocity, and this deck has a surprising amount of card draw, letting him overwhelm his opponents. This deck appreciates some ramp, and half-decks with decent combat tricks will create some serious tempo plays.
Dromoka plays the long game, buffing her army with +1/+1 counters. Ramping into the big threats can take over games, but the early game can see some aggressive openers too.
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Huatli ramps into huge dinosaurs, and outlasts her enemies until she can turn her monstrous allies' toughness into power.
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Probably my favourite deck, as there are so many tokens in this battlebox for Trostani and friends to populate. Grow nature's army!
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I'm not sold on this. A collection of wolves from across the Multiverse, with a small amount of synergy - but not much in terms of cross-deck synergy. This is something I'll happily trade out for something new.
Ramp to stompy dinos. Straight up gruul. Really fun to pair this deck with Huatli's dinos too for maximum tribal goodness.
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Sorry, THIS is straight up Gruul. Plenty of Bloodrush spells here to keep the enemy guessing. For this reason, it works well alongside a graveyard deck. The lands are pimped out with the Guild Kit art too. Beaut.
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Naturally this pairs beautifully with Nissa's land-matters deck - but even on its own, this deck can put some real pressure on the opponent. Trying to figure out if Nahiri's Lithomancy would work here or not.
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Yas queen, Atarka's here to slay - dragon tribal! The ramp pieces work well in other green/??? halfdecks, and pairing this with Dromoka or the Bladewing decks is a proper ride.
This works great with graveyard support, and naturally pairs perfectly with the mono black vampire half deck. The Bladewing deck works very well with this, as does the Rakdos aggro shell.
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Full on aggro, don't think, just attack. Pairs well with anything else that likes to win the game in four turns. Live the dream and have Rakdos out while you've got a hand full of Eldrazi. More on that later sweetcheeks.
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Obviously, pairing this with the other Eldrazi half deck is a lot of fun - but the artifact half decks also work quite well with this. There can be some seriously devastating plays - the three multicoloured cards put proper pressure on an unprepared foe.
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The flavour is all over the place here, but the deck basically wants to chuck dragons in the bin and get them out again. This works really well with other graveyard strategies (discard or self mill such as RB Vamps or GB Vraska) or just pair with another dragon tribal deck for winged-death-goodness.
This is honestly such a fun deck. Imagine my suprise when I properly read Fallen Shinobi and not only do you get to cast BOTH cards he steals, but for free?! Amazing. The dream is to trade in Umezawa's Charm (which is not a great deal of fun) with Yuriko. Pair with decks with plenty of fliers to allow your Ninjas a way to cheat onto the board.
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I know, I know - Bolas, in a Dimir deck. But I figure it's fine. By the time you hit seven mana, you should have a way of getting one red mana. And it's too important for theeeeme. Anyway. Zombie tribal works - token support shockingly don't work well here given the Amass mechanic - but anything that proliferates loves to join in on the invasion of Ravnica (UG Elves and B Yawgmoth).
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Another Zombie deck. Mmmm lots of options to mix with here. Self mill, token decks, Zombie tribal, even works well with the madness what with the stitchy boys coming back out the graveyard. Eventually I'd like to get my hands on Gisa and Geralf, likely replacing one of the crappier skaabs (stitchwing?) but for now it works just fine.
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This is a fun deck. Flash is fun. Stealing stuff is fun. These go well with Ninjas and...generally are just fun to play in any combo - but it's certainly not a tier 1 half-deck. I think I want Enigma Thief in here somewhere, but not sure what to drop.
What's that? More zombies? Sure! This deck has beautiful synergy with so many other half decks - zombie tribal, tokens, graveyard - plenty of fun to be had. GPG gets so ridiculous in the other decks too, I love it so much.
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So this was a bit of a gimmick deck, but the number of Party-relevant creatures in the other half decks makes this a decent pick a lot of the time. Way more fun than I thought it would be.
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This deck has more theme than synergy, and I fear I may have to let it go. It looks stunning, but it rarely comes together, and always gives the other half decks awkward looks. Sadness.
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As I'll mention at the end: I'd love some feedback on ways to make sure these lists are all balanced and work well with each other. I've playtested this quite a lot and am constantly updating it but would really appreciate some thoughts from people that are in this subforum who have a fair bit of experience making their own Battlebox style self-contained games. Thanks!
I'm going to reserve a few posts because I anticipate my list taking up more than a single post! (Mods, if this is against the rules, please could you give me the heads up rather than straight up deleting? These posts are taking a really long time to put together! Thanks!)
Embrace the historic legends of Dominaria! This deck is a lot of fun to play, especially paired up with another iconic tribe like Serra's Angels.
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This gains a surprising amount of life. There is a little cross pollinaton here - the Party Deck UW loves this deck, as does any kind of control shell, as it keeps you head above water until you can out-last and win the game.
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Naturally, this is a very aggressive deck. Works well with Party, the Rakdos deck, and anything with a healthy amount of combat tricks. I have to say, Stunning Reversal is a really fun card in this format and allows you that final push to take down the enemy forces.
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Needless to say, if you can get the BW Clerics with this deck, you're set. This deck loves to play the long game, and it looks beautiful while you do. Love it.
A sort of aristocrats value deck. With Mazirek out, the deck runs away with itself beautifully. Works well with a few of the reanimator decks too.
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-1/-1 counter tribal. A deck built more around a visual theme rather than a dedicated strategy that works well with others. Not sold on this one. May swap it out.
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If you can pair this with the BR Eldrazi deck, you're cooking with gas. Or the dessicated husks of Zendikaris. Either works. A reanimator strategy works well with this to get out the big boys, but straight up ramp is successful too.
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Legit one of my favourite decks to play. The spiders' high toughness means you can hold out against the enemy and then inch out a victory with Ishkanah herself. I used this against a deck consisting of RG Dragons and BR Reanimator Dragons - and the spiders absolutely decimated. This deck wants to go the long game.
This half deck is nowhere near as fun as it should be. Yeah you can mutate onto other targets, but the deck really only works with itself - and I'm kinda loathe to put ANOTHER mutate deck in just to make this one work. The combat trick/removal isn't worth it either. This one wants disbanding, I think. I need a new primarily-green deck with simic support.
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So it's fairly light on the Vorthos flavour - these pointy lads are from loads of different places. But gameplay-wise, it's a delight. It's not so much an elf tribal deck as it is a proliferate tribal deck. It's a lot of fun to play - and when Ezuri hits the field, it's game over bruh.
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Despite making this more for the joke of it being a crab half deck, this is actually pretty effective as a support shell. The Eldrazi crabs are both great to reanimate, ramp into, or sacrifice and work well in their eldritch bretheren half decks; the +1/+1 counters from the Simic pincer boys does great in the Elf proliferate shell; we've got access to fairly decent removal, combat tricks and even a boardwipe - it's an incredible amount of fun to play, and fits the same role as the Spider deck; hold off the enemy until you can end the game.
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Ramp.deck. Boom your way up to sea monsters and then beat face. Beautifully thematic too, with Merfolk providing the ramp and sea monsters winning you the game.
I actually kind of hate this deck. It's a tribal deck with no tribal pay off (apart from Fell Flagship?) - but very little synergy with other decks. I think there are a lot of upgrades this deck might enjoy from Commander Legends, but at the moment, I don't enjoy this half deck even a bit.
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This deck isn't as fun in reality as it is on paper - and I think that's because as soon as you pair it with a non-artifact deck (which the vaaaast majority of these other halfdecks are) then half the cards die in hand. Saheeli's WAR incarnation does literally nothing if it's in hand with the wrong half of the deck - and that's a little problematic.
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Naturally, this deck pairs well with the mono blue wizard deck, or the other Izzet spell slinger deck. It also does a good job with party too! It's not through-the-roof power level, but it is a lot of fun!
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So this is a half deck done well. It's thematic, and works really well with so many other decks. It's got Goblins for the Goblin tribal, token generation for the many decks that care about that (which feeds well into aristrocrats) and every half deck has at least one or two instant and/or sorceries. I want to trade out Electrodominance for Finale of Promise I think, but I'm struggling to get a copy to playtest.
This is a lot of fun - though it doesn't have a great deal of synergy with other decks. Still, Yawgmoth driving a train to victory is fun even if it isn't particularly tactical.
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So this is a weird one, because it's not overly thematic (even though I've tried) but it does work really well with a few different archetypes. I'm not 100% keeping this - but I do want to represent OG Magic's Weatherlight saga somehow, and this seems the best way?
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[i]This deck is a lot of fun, and slots nicely in to many of the archetypes. Every half deck is happy to have some colourless equipment. The cheap creatures work well with many of the halfdecks that have White in their identity. And Nahiri's OG card can overtake games. I think I want to swap out Masterwork of Ingenuity for Maul of the Skyclaves - there have been too many instances where I've had nothing for Masterwork to copy.
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Though seemingly understated, this might be my favourite. I cannot tell you the joy of getting multiple batallion / mentor triggers after casting Resurgence of Aurelia, the Warleader. This deck is a lot of fun, and because the theme is basically "Turn Sideways Tribal" it doesn't feel parasitic in any way. [/deck]
So there we have it! The full list. I have playtested this a lot, and have been honest about what half decks just don't feel decent enough. I would absolutely love some feedback from the forums for some advice or tribes / playstyles that aren't covered here that still feel super thematic. But please keep in mind that I only want cards with M15 frame printings. Keep the brown border stuff away thanks. =P
Looks amazing! I've been building Jumpstart-Boosters myself and am happy to find some ideas I haven't had myself. Once I'm done working this weekend, I'll have a look at everything and share my Cubecobra-List of Jumpstart-Boosters so you can have a look.
Thanks so much! I'm glad someone else is finding the Jumpstart concept really fun to play.
I'm still uploading (increeedddilby slowly - aiming to get it finished today!) and would love to see what other things you've got in yours. I've been playtesting it pretty extensively and there are some half-decks I want to outright scrap - Hapatra, for example. I love having thematic half decks, but some of them just don't hold up at all, or play well with other decks.
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Just starting out on the forums! Currently working on my own Jumpstart and compiling the deck lists - feedback and suggestions welcome!
Here you can have a look at what I have been able to assemble so far. The powerlevel is somewhat restricted, since I want to build the majority of all half decks with cards I already own and my exceptional stuff is in my cube. (All the cards in this jumpstart are listed as foils, which is of course not the case for my cards^^ It's just convenient to sort for foils and immediately see non-foils, which are new cards I added so I can adjust their tags to the respective half deck in a mass edit. This might be a neat trick for using CubeCobra if you want to manage a list there as well.)
Sort the list by 'Tags' to see the different names of the half decks.
I didn't include basics in all the half decks in this list, since I couldn't bother with looking those numbers up^^ Special lands are mostly there though. A rule of thumb is that every two-color half deck gets one Evolving Wilds and every monocolored half deck gets one corresponding land of the vivid-cycle from Lorwyn, so for example Vivid Crag.
Also, half decks are a bit flexible on number of cards, since I felt there are some things that need a critical amount of cards to function well. Especially Golgari Dredge, which simply needs enough creatures/cards to not mill itself. Combining two half decks results in minimum 40 cards per deck though, meaning every half deck has at least 20 cards (including basic lands).
This is a thread where I would be grateful for some feedback on my Jumpstart format. It's basically Jumpstart but with a different pool of cards. And rather than crack open two packs and smash them together, you get given six packs and choose two packs to smash together - reducing the chance of getting two decks that have no common colour (which isn't actually too crippling, what with the amount of fixing per deck.)
There are three decks for each mono colour, and four of each colour pair (with each deck leaning more to one colour than the other - so the White/Green Dinosaur deck has only White or White/Green cards - to assist with deck-pairing.)
Anyway, below is a list of the different half decks. I'm strictly only allowing cards with the 2015 border onwards. I want it to look cohesive, with some allowances with masterpieces / invocations etc.
Mono Colour Decks:
1 Hero of Iroas
1 Phalanx Leader
1 Daxos, Blessed by the Sun
1 Wingsteed Rider
1 Taranika, Akroan Veteran
1 Victory's Envoy
1 Soul of Theros
1 Gods Willing
1 Ordeal of Heliod
1 Indomitable Will
1 Elspeth Conquers Death
1 Elspeth, Sun's Nemesis
7 Plains
This deck is white weenie getting pumped. Pairs well with other combat-trick heavy decks, or token-based strategies.
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1 Fan Bearer
1 Anointer Priest
1 Trueheart Duelist
1 Adorned Pouncer
1 Oketra the True
1 Angel of Sanctions
1 God-Eternal Oketra
1 In Oketra's Name
1 Worship
1 Anointed Procession
1 Hour of Revelation
1 Cast Out
1 Desert of the True
1 Painted Bluffs
6 Plains
The God of the True deck plays in the graveyard. So many of the creatures can come back for a second round. Token decks appreciate this, along with reanimation.
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1 Anointed Chorister
1 Blinding Mage
1 Tempered Veteran
1 Emancipation Angel
1 Serra Angel
1 Angel of Grace
1 Reya Dawnbringer
1 Angelic Ascension
1 Glorious Anthem
1 On Serra's Wings
1 Resurrection
1 Serra the Benevolent
1 Rupture Spire
7 Plains
The most iconic angel-related card in Magic's history. This deck is filled with good-stuff. Hold out long enough and start summoning the big things.
1 Etherium Sculptor
1 Vantress Gargoyle
1 Wing Splicer
1 Precursor Golem
1 Spire Golem
1 Sharding Sphinx
1 Inkwell Leviathan
1 Helm of the Host
1 The Antiquities War
1 Gateway Plaza
1 Remote Isle
6 Island
Ramp into powerful artifacts, then start mass producing copies of them! Works well with token decks, or artifact heavy decks.
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1 Phantasmal Bear
1 Jace's Phantasm
1 Talrand, Sky Summoner
1 Oneirophage
1 Stunt Double
1 Illusory Ambusher
1 Counterspell
1 Fact or Fiction
1 Unity of Purpose
1 Talent of the Telepath
1 Inscription of Insight
1 Jace, Wielder of Mysteries
1 Gateway Plaza
7 Island
Filled with tricks, this is typical Jace. Iconic and powerful blue spells will slow your opponent down. Stunt Double to be swapped for Spark Double.
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1 Naban, Dean of Iteration
1 Mystic Archaeologist
1 Barrin, Tolarian Archmage
1 Naru Meha, Master Wizard
1 Archaeomancer
1 Pondering Mage
1 Diminish
1 Wizard's Retort
1 Precognition Field
1 Mystic Confluence
1 Intellectual Offering
1 Sublime Epiphany
1 Memorial to Genius
1 Gateway Plaza
6 Island
A tribute to the Multiverse's most iconic Wizards, this deck is classic Blue; grind down your opponent with slow tempo, before taking control of the game. Sublime and Naru create an infinite combo which other half decks can support.
1 Kiln Fiend
1 Young Pyromancer
1 Dualcaster Mage
1 Chandra's Phoenix
1 Warcry Phoenix
1 Force of Rage
1 Molten Birth
1 Hate Mirage
1 Past in Flames
1 Pyromancer's Goggles
1 Fall of the Titans
1 Chandra, Torch of Defiance
1 Gateway Plaza
7 Mountain
Leaning on creature-creation through instants and sorceries gives Chandra more options when combining with other decks (such as those that enjoy tokens or Instants/Sorcery matters). Surge a Fall of the Titans to live your Chandra fantasy!
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1 Skirk Prospector
1 Grenzo, Havoc Raiser
1 Goblin Instigator
1 Krenko, Tin Street Kingpin
1 Krenko, Mob Boss
1 Zada, Hedron Grinder
1 Hordeling Outburst
1 Heat Shimmer
1 Goblin War Party
1 Kindred Charge
1 Gateway Plaza
7 Mountain
The idea of this deck is to aggressively ramp into an overwhelming amount of tokens, and then double your army with Zada/Heat Shimmer, Krenko Mob Boss, or Kindred Charge. This deck is fantastic to pair with anything, mainly for the ridiculouslness of the token doublers.
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1 Vexing Devil
1 Tibalt's Rager
1 Sin Prodder
1 Wildfire Devils
1 Impetuous Devils
1 Hellrider
1 Charmbreaker Devils
1 Bedlam Reveler
1 Tibalt, Rakish Instigator
1 Disrupt Decorum
1 Dance with Devils
7 Mountain
There are a surprising number of good devil cards, and their abilities make opponents think twice about blocking them. Aggressive decks welcome Tibalt's support, and he pairs nicely with graveyard strategies too as an enabler.
1 Gravecrawler
1 Ghoulcaller's Accomplice
1 Undead Augur
1 Xathrid Necromancer
1 Death Baron
1 Liliana's Standard Bearer
1 Liliana's Devotee
1 Cemetery Recruitment
1 Liliana, Waker of the Dead
1 Liliana's Mastery
1 Command the Dreadhorde
1 Dark Salvation
1 Gateway Plaza
7 Swamp
This is true Liliana; zombie tribal, with an aggressive playstyle, turning your hordes sideways safe in the knowledge that you can bring them back from the dead.
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1 Phyrexian Rager
1 Plague Engineer
1 Magus of the Will
1 Yawgmoth, Thran Physician
1 First-Sphere Gargantua
1 K'rrik, Son of Yawgmoth
1 Dismember
1 Bonehoard
1 Lashwrithe
1 Phyrexian Scriptures
1 Spread the Sickness
1 Yawgmoth's Vile Offering
1 Gateway Plaza
1 Urborg, Tomb of Yawgmoth
6 Swamp
Embrace Phyrexia with a slew of spells that will carve your opponents up in pursuit of blessed perfection. This is a perfect support deck, as it goes down many paths without sacrificing power - true black.
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1 Malakir Blood-Priest
1 Blood Artist
1 Vampire Nighthawk
1 Vito, Thorn of the Dusk Rose
1 Marauding Blight-Priest
1 Falkenrath Noble
1 Drana, the Last Bloodchief
1 Champion of Dusk
1 Nirkana Revenant
1 Urge to Feed
1 Arguel's Blood Fast
1 Kindred Dominance
Land
1 Gateway Plaza
7 Swamps
Drain your enemies of their life force with iconic Vampires from Magic's history. The death triggers work well in other aristocrat shells, but try not to dilute the force of this deck with too many other colours.
1 Elvish Mystic
1 Arbor Elf
1 Lifespring Druid
1 Woodland Wanderer
1 Embodiment of Insight
1 Murasa Behemoth
1 Avenger of Zendikar
1 Groundswell
1 Elemental Uprising
1 Roiling Regrowth
1 Awakening of Vitu-Ghazi
1 Nissa, Who Shakes the World
1 Gateway Plaza
7 Forest
Animate the land and lead Zendikar to victory! Land matters, a healthy amount of mana ramp, and a few iconic big green lads makes this half-deck a proper powerhouse.
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1 Mother Bear
1 Ayula, Queen Among Bears
1 Werebear
1 Vivien's Grizzly
1 Alpine Grizzly
1 Dragon-Scarred Bear
1 Exuberant Wolfbear
1 Goreclaw, Terror of Qal Sisma
1 Giant Growth
1 Ayula's Influence
1 Awaken the Bear
1 Gateway Plaza
7 Forest
Aggressive, overwhelming and blessed with beautiful artwork. This tribe doesn't have a ton of synergy with other decks, but it rounds out the creature curve perfectly, with a little splash of everything that green does (tokens, graveyard, ramp, combat tricks).
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1 Brindle Shoat
1 Garruk's Harbinger
1 Krosan Tusker
1 Brawn
1 Keeper of Fables
1 Garruk's Packleader
1 Garruk's Gorehorn
1 Woodland Bellower
1 Gift of Growth
1 Beast Within
1 Garruk's Uprising
1 Garruk, Unleashed
1 Gateway Plaza
7 Forest
Beasts embody Garruk's ferocity, and this deck has a surprising amount of card draw, letting him overwhelm his opponents. This deck appreciates some ramp, and half-decks with decent combat tricks will create some serious tempo plays.
Dual-Colour Decks:
1 Dromoka Dunecaster
1 Lightwalker
1 Dromoka Captain
1 High Sentinels of Arashin
1 Champion of Arashin
1 Dromoka, the Eternal
1 Enduring Scalelord
1 Dromoka's Command
1 Gleam of Authority
1 Echoes of the Kin Tree
1 Dromoka Monument
1 Enduring Victory
1 Gateway Plaza
1 Blossoming Sands
4 Plains
2 Forest
Dromoka plays the long game, buffing her army with +1/+1 counters. Ramping into the big threats can take over games, but the early game can see some aggressive openers too.
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1 Kinjalli's Caller
1 Siegehorn Ceratops
1 Atzocan Seer
1 Looming Altisaur
1 Trapjaw Tyrant
1 Temple Altisaur
1 Bellowing Aegisaur
1 Belligerent Brontodon
1 Wakening Sun's Avatar
1 Pillar of Origins
1 Huatli, the Sun's Heart
1 Rallying Roar
Lands
1 Gateway Plaza
1 Evolving Wilds
4 Plains
2 Forest
Huatli ramps into huge dinosaurs, and outlasts her enemies until she can turn her monstrous allies' toughness into power.
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1 Selesnya Guildmage
1 Vitu-Ghazi Guildmage
1 Selesnya Eulogist
1 Trostani, Selesnya's Voice
1 Armada Wurm
1 Might of the Masses
1 Druid's Deliverance
1 Crashing Footfalls
1 Sprouting Renewal
1 Trumpeting Herd
1 Growing Ranks
1 Full Flowering
1 Grove of the Guardian
1 Temple Garden
1 Gateway Plaza
3 Forest
2 Plains
Probably my favourite deck, as there are so many tokens in this battlebox for Trostani and friends to populate. Grow nature's army!
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1 Watchwolf
1 Lupine Prototype
1 Silverfur Partisan
1 Ferocious Pup
1 Spirit of the Hunt
1 Master of the Wild Hunt
1 Wolfbriar Elemental
1 Tolsimir, Friend to Wolves
1 Titanic Growth
1 Wolfrider's Saddle
1 Mantle of the Wolf
1 Arlinn, Voice of the Pack
Lands
1 Temple Garden
1 Gateway Plaza
4 Forest
2 Plains
I'm not sold on this. A collection of wolves from across the Multiverse, with a small amount of synergy - but not much in terms of cross-deck synergy. This is something I'll happily trade out for something new.
1 Drover of the Mighty
1 Ranging Raptors
1 Knight of the Stampede
1 Raging Regisaur
1 Quartzwood Crasher
1 Regisaur Alpha
1 Rampaging Brontodon
1 Thundering Spineback
1 Pounce
1 Crash the Ramparts
1 Savage Stomp
1 New Horizons
Lands
1 Rootbound Crag
1 Gateway Plaza
4 Forest
2 Mountain
Ramp to stompy dinos. Straight up gruul. Really fun to pair this deck with Huatli's dinos too for maximum tribal goodness.
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1 Wasteland Viper
1 Burning-Tree Emissary
1 Slaughterhorn
1 Wild Beastmaster
1 Rubblebelt Raiders
1 Wildheart Invoker
1 Ghor-Clan Rampager
1 Gruul Beastmaster
1 Rubblehulk
1 Stony Strength
1 Thrash // Threat
1 Domri Rade
Land
1 Stomping Ground
1 Gateway Plaza
4 Forest
2 Mountain
Sorry, THIS is straight up Gruul. Plenty of Bloodrush spells here to keep the enemy guessing. For this reason, it works well alongside a graveyard deck. The lands are pimped out with the Guild Kit art too. Beaut.
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1 Makindi Sliderunner
1 Akoum Stonewaker
1 Skyclave Geopede
1 Valakut Predator
1 Mina and Denn, Wildborn
1 Embodiment of Fury
1 Phylath, World Sculptor
1 Omnath, Locus of Rage
1 Sure Strike
1 Geomancer's Gambit
1 Devour in Flames
1 Radiant Flames
Lands
1 Cinder Glade
1 Evolving Wilds
4 Mountain
2 Forest
Naturally this pairs beautifully with Nissa's land-matters deck - but even on its own, this deck can put some real pressure on the opponent. Trying to figure out if Nahiri's Lithomancy would work here or not.
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1 Kargan Dragonrider
1 Dragon Hatchling
1 Dragonlord's Servant
1 Draconic Disciple
1 Thunderbreak Regent
1 Lightning Shrieker
1 Savage Ventmaw
1 Dragonlord Atarka
1 Draconic Roar
1 Spit Flame
1 Dragon's Hoard
1 Flame Sweep
Lands:
1 Wooded Foothills
1 Gateway Plaza
4 Mountain
2 Forest
Yas queen, Atarka's here to slay - dragon tribal! The ramp pieces work well in other green/??? halfdecks, and pairing this with Dromoka or the Bladewing decks is a proper ride.
1 Furyblade Vampire
1 Ravenous Bloodseeker
1 Bloodmad Vampire
1 Anje Falkenrath
1 Stromkirk Captain
1 Stromkirk Occultist
1 Anje's Ravager
1 Bloodhall Priest
1 Faithless Looting
1 Fiery Temper
1 Stensia Masquerade
1 Avacyn's Judgment
Lands
1 Gateway Plaza
1 Evolving Wilds
4 Mountain
2 Swamp
This works great with graveyard support, and naturally pairs perfectly with the mono black vampire half deck. The Bladewing deck works very well with this, as does the Rakdos aggro shell.
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1 Rakdos Cackler
1 Rakdos Guildmage
1 Rakdos Shred-freak
1 Rix Maadi Reveler
1 Splatter Thug
1 Judith, the Scourge Diva
1 Rakdos, Lord of Riots
1 Spikewheel Acrobat
1 Riot Spikes
1 Bedevil
1 Skewer the Critics
1 Act of Treason
Lands
1 Blood Crypt
1 Gateway Plaza
4 Mountain
2 Swamp
Full on aggro, don't think, just attack. Pairs well with anything else that likes to win the game in four turns. Live the dream and have Rakdos out while you've got a hand full of Eldrazi. More on that later sweetcheeks.
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1 Reaver Drone
1 Forerunner of Slaughter
1 Flayer Drone
1 Dust Stalker
1 Inverter of Truth
1 Sifter of Skulls
1 Smothering Abomination
1 Bane of Bala Ged
1 Endless One
1 Unnatural Endurance
1 Flaying Tendrils
1 Oblivion Strike
Lands
1 Ruins of Oran-Rief
1 Gateway Plaza
4 Swamp
2 Mountain
Obviously, pairing this with the other Eldrazi half deck is a lot of fun - but the artifact half decks also work quite well with this. There can be some seriously devastating plays - the three multicoloured cards put proper pressure on an unprepared foe.
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1 Stitcher's Supplier
1 Wailing Ghoul
1 Miasmic Mummy
1 Boneyard Scourge
1 Bladewing's Thrall
1 Swift Warkite
1 Bladewing the Risen
1 Scourge of Nel Toth
1 Foul-Tongue Invocation
1 Crux of Fate
1 Fearsome Awakening
1 Grave Upheaval
Lands
1 Bloodstained Mire
1 Gateway Plaza
4 Swamp
2 Mountain
The flavour is all over the place here, but the deck basically wants to chuck dragons in the bin and get them out again. This works really well with other graveyard strategies (discard or self mill such as RB Vamps or GB Vraska) or just pair with another dragon tribal deck for winged-death-goodness.
1 Hired Poisoner
1 Duskmantle Operative
1 Throatseeker
1 Ingenious Infiltrator
1 Azra Smokeshaper
1 Ninja of the New Moon
1 Fallen Shinobi
1 Silent-Blade Oni
1 Coat with Venom
1 Umezawa's Charm
1 Artful Takedown
1 Assassin's Strike
Land
1 Gateway Plaza
1 Dimir Guildgate
4 Swamp
2 Island
This is honestly such a fun deck. Imagine my suprise when I properly read Fallen Shinobi and not only do you get to cast BOTH cards he steals, but for free?! Amazing. The dream is to trade in Umezawa's Charm (which is not a great deal of fun) with Yuriko. Pair with decks with plenty of fliers to allow your Ninjas a way to cheat onto the board.
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1 Lazotep Reaver
1 Eternal Taskmaster
1 Soul Diviner
1 Gleaming Overseer
1 Vizier of the Scorpion
1 God-Eternal Bontu
1 Spark Harvest
1 Dreadhorde Invasion
1 Enter the God-Eternals
1 Bolas's Citadel
1 Command the Dreadhorde
1 Nicol Bolas, God-Pharaoh
1 Gateway Plaza
1 Crumbling Necropolis
4 Swamp
1 Island
1 Mountain
I know, I know - Bolas, in a Dimir deck. But I figure it's fine. By the time you hit seven mana, you should have a way of getting one red mana. And it's too important for theeeeme. Anyway. Zombie tribal works - token support shockingly don't work well here given the Amass mechanic - but anything that proliferates loves to join in on the invasion of Ravnica (UG Elves and B Yawgmoth).
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1 Deranged Assistant
1 Screeching Skaab
1 Prized Amalgam
1 Diregraf Captain
1 Scrapskin Drake
1 Stitchwing Skaab
1 Stitcher Geralf
1 Geralf's Masterpiece
1 Advanced Stitchwing
1 Compelling Deterrence
1 Forbidden Alchemy
1 Extract from Darkness
Lands
1 Choked Estuary
1 Gateway Plaza
4 Island
2 Swamp
Another Zombie deck. Mmmm lots of options to mix with here. Self mill, token decks, Zombie tribal, even works well with the madness what with the stitchy boys coming back out the graveyard. Eventually I'd like to get my hands on Gisa and Geralf, likely replacing one of the crappier skaabs (stitchwing?) but for now it works just fine.
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1 Zulaport Duelist
1 Cunning Nightbonder
1 Soaring Thought-Thief
1 Thieving Skydiver
1 Hada Spy Patrol
1 Whisper Agent
1 Seafloor Stalker
1 Sure-footed Infiltrator
1 Anowon, the Ruin Thief
1 Zareth San, the Trickster
1 Negate
1 Skyclave Plunder
Land
1 Sunken Hollow
1 Gateway Plaza
4 Island
2 Swamp
This is a fun deck. Flash is fun. Stealing stuff is fun. These go well with Ninjas and...generally are just fun to play in any combo - but it's certainly not a tier 1 half-deck. I think I want Enigma Thief in here somewhere, but not sure what to drop.
1 Proven Combatant
1 Temmet, Vizier of Naktamun
1 Champion of Wits
1 Vizier of Many Faces
1 Aven Wind Guide
1 Glyph Keeper
1 Consecrated Sphinx
1 Cartouche of Knowledge
1 Farm // Market
1 Supreme Will
1 Fractured Identity
1 God-Pharaoh's Gift
1 Irrigated Farmland
1 Gateway Plaza
4 Island
2 Plains
What's that? More zombies? Sure! This deck has beautiful synergy with so many other half decks - zombie tribal, tokens, graveyard - plenty of fun to be had. GPG gets so ridiculous in the other decks too, I love it so much.
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1 Wall of Runes
1 Jace, Vryn's Prodigy
1 Hover Barrier
1 Senate Griffin
1 Sphinx of Foresight
1 Isperia, Supreme Judge
1 Condescend
1 Warrant // Warden
1 Arrester's Admonition
1 High Alert
1 Sphinx's Revelation
1 Discontinuity
1 Hallowed Fountain
1 Gateway Plaza
4 Island
2 Plains
Love a bit of control. Stall early game, then power out the giant sphinx beaters.
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1 Sea Gate Bannaret
1 Archpriest of Iona
1 Stonework Packbeast
1 Luminarch Aspirant
1 Farsight Adept
1 Glasspool Mimic
1 Linvala, Shield of Sea Gate
1 Emeria Captain
1 Tazri, Beacon of Unity
1 Practiced Tactics
1 Allied Assault
1 Spoils of Adventure
Lands
1 Prairie Stream
1 Gateway Plaza
4 Plains
2 Island
So this was a bit of a gimmick deck, but the number of Party-relevant creatures in the other half decks makes this a decent pick a lot of the time. Way more fun than I thought it would be.
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1 Jeskai Student
1 Orator of Ojutai
1 Seeker of the Way
1 Graceblade Artisan
1 Taigam, Ojutai Master
1 Lotus-Eye Mystics
1 Dragonlord Ojutai
1 Artful Maneuver
1 Battle Mastery
1 Ojutai's Command
1 Sage's Reverie
Lands
1 Flooded Strand
1 Gateway Plaza
4 Plains
2 Island
This deck has more theme than synergy, and I fear I may have to let it go. It looks stunning, but it rarely comes together, and always gives the other half decks awkward looks. Sadness.
As I'll mention at the end: I'd love some feedback on ways to make sure these lists are all balanced and work well with each other. I've playtested this quite a lot and am constantly updating it but would really appreciate some thoughts from people that are in this subforum who have a fair bit of experience making their own Battlebox style self-contained games. Thanks!
I'm going to reserve a few posts because I anticipate my list taking up more than a single post! (Mods, if this is against the rules, please could you give me the heads up rather than straight up deleting? These posts are taking a really long time to put together! Thanks!)
1 Knight of Old Benalia
1 Dauntless Bodyguard
1 Benalish Honor Guard
1 Danitha Capashen, Paragon
1 Aryel, Knight of Windgrace
1 Arvad the Cursed
1 Blackblade Reforged
1 History of Benalia
1 Call the Cavalry
1 On Serra's Wings
1 Urza's Ruinous Blast
1 Primevals' Glorious Rebirth
1 Isolated Chapel
1 Gateway Plaza
4 Plains
2 Swamp
Embrace the historic legends of Dominaria! This deck is a lot of fun to play, especially paired up with another iconic tribe like Serra's Angels.
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1 Soul Warden
1 Ayli, Eternal Pilgrim
1 Serene Steward
1 Cleric of Life's Bond
1 Expedition Healer
1 Kor Sanctifiers
1 Kor Celebrant
1 Orah, Skyclave Hierophant
1 Lightkeeper of Emeria
1 Attended Healer
1 Tandem Tactics
1 Stasis Snare
Land
1 Shambling Vent
1 Gateway Plaza
4 Plains
2 Swamp
This gains a surprising amount of life. There is a little cross pollinaton here - the Party Deck UW loves this deck, as does any kind of control shell, as it keeps you head above water until you can out-last and win the game.
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1 Bloodsoaked Champion
1 Chief of the Edge
1 Battle Brawler
1 Blood-Chin Fanatic
1 Pitiless Horde
1 Mardu Strike Leader
1 Brutal Hordechief
1 Species Specialist
1 Etchings of the Chosen
1 Utter End
1 Raiders' Spoils
1 Stunning Reversal
Lands
1 Scoured Barrens
1 Gateway Plaza
4 Swamp
2 Plains
Naturally, this is a very aggressive deck. Works well with Party, the Rakdos deck, and anything with a healthy amount of combat tricks. I have to say, Stunning Reversal is a really fun card in this format and allows you that final push to take down the enemy forces.
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1 Priest of Forgotten Gods
1 Karlov of the Ghost Council
1 Cruel Celebrant
1 Orzhov Guildmage
1 Vizkopa Guildmage
1 Slum reaper
1 Teysa Karlov
1 Pontiff of Blight
1 Ultimate Price
1 Gift of Orzhova
1 Underworld Connections
Lands
1 Godless Shrine
1 Gateway Plaza
4 Swamp
2 Plains
Needless to say, if you can get the BW Clerics with this deck, you're set. This deck loves to play the long game, and it looks beautiful while you do. Love it.
1 Mortician Beetle
1 Carrion Feeder
1 Plaguecrafter
1 Vraska's Finisher
1 Nantuko Husk
1 Pharika's Spawn
1 Crypt Lurker
1 Mazirek, Kraul Death Priest
1 Costly Plunder
1 Vraska's Contempt
1 Undercity Uprising
1 Vraska, Golgari Queen
Land
1 Overgrown Tomb
1 Gateway Plaza
4 Swamp
2 Forest
A sort of aristocrats value deck. With Mazirek out, the deck runs away with itself beautifully. Works well with a few of the reanimator decks too.
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1 Hapatra, Vizier of Poisons
1 Obelisk Spider
1 Ammit Eternal
1 Necroskitter
1 Banewhip Punisher
1 Soulstinger
1 Decimator Beetle
1 Midnight Banshee
1 Cartouche of Ambition
1 Lethal Sting
1 Nest of Scarabs
1 Torment of Venom
Land
1 Foul Orchard
1 Painted Bluffs
4 Swamp
2 Forest
-1/-1 counter tribal. A deck built more around a visual theme rather than a dedicated strategy that works well with others. Not sold on this one. May swap it out.
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1 Blisterpod
1 Catacomb Sifter
1 Vile Redeemer
1 Kozilek's Channeler
1 Brood Butcher
1 World Breaker
1 Eldrazi Devastator
1 Call the Scions
1 From Beyond
1 Gruesome Slaughter
1 Scour from Existence
Land
1 Gateway Plaza
1 Eldrazi Temple
4 Forest
2 Swamp
If you can pair this with the BR Eldrazi deck, you're cooking with gas. Or the dessicated husks of Zendikaris. Either works. A reanimator strategy works well with this to get out the big boys, but straight up ramp is successful too.
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1 Chainweb Aracnir
1 Twin-Silk Spider
1 Nyx Weaver
1 Arasta of the Endless Web
1 Penumbra Spider
1 Rotwidow Pack
1 Ishkanah, Grafwidow
1 Arachnus Spinner
1 Prey Upon
1 Arachnus Web
1 Arachnogenesis
1 Spider Spawning
Land
1 Blooming Marsh
1 Gateway Plaza
4 Forest
2 Swamp
Legit one of my favourite decks to play. The spiders' high toughness means you can hold out against the enemy and then inch out a victory with Ishkanah herself. I used this against a deck consisting of RG Dragons and BR Reanimator Dragons - and the spiders absolutely decimated. This deck wants to go the long game.
1 Ivy Elemental
1 Essence Symbiote
1 Glowstone Recluse
1 Trumpeting Gnarr
1 Gemrazer
1 Migratory Greathorn
1 Auspicious Starrix
1 Sawtusk Demolisher
1 Sudden Spinnerets
1 Ram Through
1 Primal Empathy
1 Fully Grown
Land
1 Woodland Stream
1 Gateway Plaza
4 Forest
2 Island
This half deck is nowhere near as fun as it should be. Yeah you can mutate onto other targets, but the deck really only works with itself - and I'm kinda loathe to put ANOTHER mutate deck in just to make this one work. The combat trick/removal isn't worth it either. This one wants disbanding, I think. I need a new primarily-green deck with simic support.
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1 Joraga Warcaller
1 Gyre Sage
1 Zameck Guildmage
1 Pollenbright Druid
1 Marwyn, the Nurturer
1 Evolution Sage
1 Ezuri, Claw of Progress
1 Master Biomancer
1 Beast Whisperer
1 Blossoming Defense
1 Lead by Example
1 Hunting Triad
Land
1 Simic Guildgate
1 Vivid Grove
4 Forest
2 Island
So it's fairly light on the Vorthos flavour - these pointy lads are from loads of different places. But gameplay-wise, it's a delight. It's not so much an elf tribal deck as it is a proliferate tribal deck. It's a lot of fun to play - and when Ezuri hits the field, it's game over bruh.
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1 Ruin Crab
1 Skittering Crustacean
1 Charix, the Raging Isle
1 Sharktocrab
1 Skitter Eel
1 Scuttlegator
1 Vexing Scuttler
1 Drownyard Behemoth
1 Applied Biomancy
1 Neoform
1 Encrust
1 Coastal Breach
Land
1 Simic Guildgate
1 Unknown Shores
4 Island
2 Forest
Despite making this more for the joke of it being a crab half deck, this is actually pretty effective as a support shell. The Eldrazi crabs are both great to reanimate, ramp into, or sacrifice and work well in their eldritch bretheren half decks; the +1/+1 counters from the Simic pincer boys does great in the Elf proliferate shell; we've got access to fairly decent removal, combat tricks and even a boardwipe - it's an incredible amount of fun to play, and fits the same role as the Spider deck; hold off the enemy until you can end the game.
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1 Kiora's Follower
1 Thrasios, Triton Hero
1 Nadir Kraken
1 Arixmethes, Slumbering Isle
1 Octoprophet
1 Sealock Monster
1 Kiora's Dambreaker
1 Lorthos, the Tidemaker
1 Tightening Coils
1 Whelming Wave
1 Kiora, Master of the Depths
1 Kiora Bests the Sea God
Land
1 Simic Guildgate
1 Temple of the False God
1 Gateway Plaza
3 Island
2 Forest
Ramp.deck. Boom your way up to sea monsters and then beat face. Beautifully thematic too, with Merfolk providing the ramp and sea monsters winning you the game.
1 Daring Saboteur
1 Storm Fleet Aerialist
1 Protean Raider
1 Sailor of Means
1 Storm Fleet Sprinter
1 Deadeye Quartermaster
1 Dreamcaller Siren
1 Treasure Map
1 Sleek Schooner
1 Fell Flagship
1 Storm the Vault
1 Pirate's Prize
1 Swiftwater Cliffs
1 Unknown Shores
4 Island
2 Mountain
I actually kind of hate this deck. It's a tribal deck with no tribal pay off (apart from Fell Flagship?) - but very little synergy with other decks. I think there are a lot of upgrades this deck might enjoy from Commander Legends, but at the moment, I don't enjoy this half deck even a bit.
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1 Eager Construct
1 Cogwork Assembler
1 Foundry Inspector
1 Chief of the Foundry
1 Maverick Thopterist
1 Torrential Gearhulk
1 Barricade Breaker
1 Aether Tradewinds
1 Saheeli Rai
1 Saheeli, Sublime Artificer
1 Saheeli's Artistry
1 Masterful Replication
1 Spirebluff Canal
1 Gateway Plaza
4 Island
2 Mountain
This deck isn't as fun in reality as it is on paper - and I think that's because as soon as you pair it with a non-artifact deck (which the vaaaast majority of these other halfdecks are) then half the cards die in hand. Saheeli's WAR incarnation does literally nothing if it's in hand with the wrong half of the deck - and that's a little problematic.
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1 Fissure Wizard
1 Kaza, Roil Chaser
1 Magmatic Channeler
1 Ardent Electromancer
1 Umara Mystic
1 Jori En, Ruin Diver
1 Dualcaster Mage
1 Rockslide Sorcerer
1 Burst Lightning
1 Cinderclasm
1 Thundering Rebuke
1 Comet Storm
Lands
1 Wandering Fumarole
1 Gateway Plaza
4 Mountain
2 Island
Naturally, this deck pairs well with the mono blue wizard deck, or the other Izzet spell slinger deck. It also does a good job with party too! It's not through-the-roof power level, but it is a lot of fun!
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1 Electrostatic Field
1 Piston-fist Cyclops
1 Izzet Chemister
1 Arclight Phoenix
Noncreatures
1 Krenko's Command
1 Lightning Strike
1 Fists of Flame
1 Experimental Overload
1 Goblin Wizardry
1 Ral, Storm Conduit
1 Thousand-Year Storm
1 Electrodominance
1 Steam Vents
1 Gateway Plaza
4 Mountain
2 Island
So this is a half deck done well. It's thematic, and works really well with so many other decks. It's got Goblins for the Goblin tribal, token generation for the many decks that care about that (which feeds well into aristrocrats) and every half deck has at least one or two instant and/or sorceries. I want to trade out Electrodominance for Finale of Promise I think, but I'm struggling to get a copy to playtest.
1 Speedway Fanatic
1 Veteran Motorist
1 Depala, Pilot Exemplar
1 Renegade Wheelsmith
Vehicles
1 Peacewalker Colossus
1 Fleetwheel Cruiser
1 Skysovereign, Consul Flagship
1 Aradara Express
1 Built to Smash
1 Siege Modification
1 Start your Engines
1 Incendiary Sabotage
Lands
1 Inspiring Vantage
1 Gateway Plaza
4 Mountain
2 Plains
This is a lot of fun - though it doesn't have a great deal of synergy with other decks. Still, Yawgmoth driving a train to victory is fun even if it isn't particularly tactical.
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1 Generator Servant
1 Feldon of the Third Path
1 Jhoira's Familiar
1 Gerrard, Weatherlight Hero
1 Karn, Scion of Urza
1 Tiana, Ship's Caretaker
1 Weatherlight
1 Firesong and Sunspeaker
1 Blackblade Reforged
1 Urza's Rage
1 Thran Temporal Gateway
1 Jaya's Immolating Inferno
Land
1 Gateway Plaza
1 Clifftop Retreat
4 Mountain
2 Plains
So this is a weird one, because it's not overly thematic (even though I've tried) but it does work really well with a few different archetypes. I'm not 100% keeping this - but I do want to represent OG Magic's Weatherlight saga somehow, and this seems the best way?
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1 Kor Duelist
1 Stone Haven Outfitter
1 Cliffside Rescuer
1 Weapons Trainer
1 Akiri, Line-Slinger
1 Akiri, Fearless Voyager
1 Stoneforge Masterwork
1 Captain's Claws
1 Masterwork of Ingenuity
1 Grappling Hook
1 Nahiri, Storm of Stone
1 Nahiri, the Lithomancer
1 Needle Spires
1 Gateway Plaza
4 Plains
2 Mountain
[i]This deck is a lot of fun, and slots nicely in to many of the archetypes. Every half deck is happy to have some colourless equipment. The cheap creatures work well with many of the halfdecks that have White in their identity. And Nahiri's OG card can overtake games. I think I want to swap out Masterwork of Ingenuity for Maul of the Skyclaves - there have been too many instances where I've had nothing for Masterwork to copy.
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1 Boros Elite
1 Daring Skyjek
1 Sunhome Stalwart
1 Makeshift Battalion
1 Blade Instructor
1 Rhox Veteran
1 Aurelia, Exemplar of Justice
1 Aurelia, the Warleader
1 Bathe in Light
1 Battlefield Promotion
1 Chance for Glory
1 Response // Resurgence
Land
1 Sacred Foundry
1 Gateway Plaza
4 Plains
2 Mountain
Though seemingly understated, this might be my favourite. I cannot tell you the joy of getting multiple batallion / mentor triggers after casting Resurgence of Aurelia, the Warleader. This deck is a lot of fun, and because the theme is basically "Turn Sideways Tribal" it doesn't feel parasitic in any way. [/deck]
So there we have it! The full list. I have playtested this a lot, and have been honest about what half decks just don't feel decent enough. I would absolutely love some feedback from the forums for some advice or tribes / playstyles that aren't covered here that still feel super thematic. But please keep in mind that I only want cards with M15 frame printings. Keep the brown border stuff away thanks. =P
I'm still uploading (increeedddilby slowly - aiming to get it finished today!) and would love to see what other things you've got in yours. I've been playtesting it pretty extensively and there are some half-decks I want to outright scrap - Hapatra, for example. I love having thematic half decks, but some of them just don't hold up at all, or play well with other decks.
Here you can have a look at what I have been able to assemble so far. The powerlevel is somewhat restricted, since I want to build the majority of all half decks with cards I already own and my exceptional stuff is in my cube. (All the cards in this jumpstart are listed as foils, which is of course not the case for my cards^^ It's just convenient to sort for foils and immediately see non-foils, which are new cards I added so I can adjust their tags to the respective half deck in a mass edit. This might be a neat trick for using CubeCobra if you want to manage a list there as well.)
Sort the list by 'Tags' to see the different names of the half decks.
I didn't include basics in all the half decks in this list, since I couldn't bother with looking those numbers up^^ Special lands are mostly there though. A rule of thumb is that every two-color half deck gets one Evolving Wilds and every monocolored half deck gets one corresponding land of the vivid-cycle from Lorwyn, so for example Vivid Crag.
Also, half decks are a bit flexible on number of cards, since I felt there are some things that need a critical amount of cards to function well. Especially Golgari Dredge, which simply needs enough creatures/cards to not mill itself. Combining two half decks results in minimum 40 cards per deck though, meaning every half deck has at least 20 cards (including basic lands).