Judgment/Player's Guide decks

From MTG Wiki
Jump to navigation Jump to search
 
 
Player's Guide decks
 
The Cover of the Judgment Player's Guide.

The Judgment Player's Guide was part of the Judgment Fat Pack. It included two sample deck lists to demonstrate how new Judgment cards could be utilized in Standard. To provide contrast to the previous expansion Torment, which emphasised the color black, both decks featured green and white: black's enemy colors.

Pumping Heads

An aggressive green creature deck which splashes white for Phantom Nishoba. This deck could be viewed as a improved version of the Judgment Theme Deck Painflow.

“  In the early days of Magic, one card (Berserk) was all you needed to turn any creature into a huge trampling monster. Today, it’s a little harder, but no less rewarding. This deck is built to give you that huge creature you need to pound your opponent’s head in with just one brutal attack. Thriss will add 5 to any creature’s power, and Nantuko Mentor will double that! The Phantoms are a perfect target for this trick since they can attack without fear of combat damage. Sylvan Safekeeper guards against removal spells. If Brawn is in your graveyard, its trample-granting ability will generally ensure that your opponent takes damage. So if you’ve ever wanted to attack with a nearly unstoppable 26/26 trampling behemoth, let the Nantuko take your creatures to the limit.[1]  ”
Pumping Heads

Now You See It…

A green, white, and blue deck designed around Cephalid Constable.

“  This deck wins by attacking with a Giant-Growthed, Wings-of-Hoped Cephalid Constable. Seriously! Eladamri’s Call fetches the Constable from your deck, and both Benevolent Bodyguard and Meddling Mage protect it. Wings of Hope and Repulse get it past any blockers. A few good hits from the Constable will bounce enough permanents to completely disable your opponent. While Wings of Hope might seem an odd choice, it does three things: it lets the Constable survive most burn spells, it grants an evasion ability, and it doubles the Constable’s power-which means an extra permanent gets bounced each turn. If you’ve ever wanted to win a game with your opponent controlling no permanents at all, give this deck a shot![2]  ”
Now You See It…

References

  1. Wizards of the Coast (May 27, 2002). "Green (PDF)". Judgment Player's Guide, p. 8. Archived from the original on January 4, 2022.
  2. Wizards of the Coast (May 27, 2002). "Blue (PDF)". Judgment Player's Guide, p. 11. Archived from the original on January 4, 2022.