Odyssey/Player's Guide decks

The Odyssey Player's Guide was part of the Odyssey Fat Pack. It included a sample deck list for each color to demonstrate how new Odyssey cards could be utilized in Standard. While all five decks were centered on their respective color, three were bicolored and the other two were tricolored.
Nomads’ Fury
A White Weenie deck which splashes red for powerful multicolored cards from Apocalypse.
“ | Although multicolored Apocalypse cards made red-white a viable deck archetype, the Odyssey set’s excellent small white creatures transform this deck into a potential tournament winner. “Nomads’ Fury” is an aggressive deck, so you’ve got to play it that way. Don’t hold back your creatures or spells. Your goal should be to reach threshold as soon as possible. Suppose you and your opponent both have 2/2 creatures in play and you’re holding Firebolt. Play it and attack! You’ll put a card in your graveyard and get rid of the enemy 2/2. Once you get to threshold, your creatures become much harder to block, and your flying Mystics will soar to victory.[1] | ” |
Wizard’s Guild
A white, blue, and black deck with a Wizard typal theme.
“ | Patron Wizard, perhaps the coolest blue Odyssey creature, lets you tap a Wizard you control to counter a spell unless your opponent pays one extra mana. This ability is surprisingly strong in a deck full of Wizards. Remember that Patron Wizard can also tap itself to pay its ability’s cost, even the turn it comes under your control.
This deck plans to play a few Wizards and then drop the Patron Wizard. If you can do this, you can prevent your opponent from playing all but the cheapest spells. Of course, you have to attack with your Wizards, too, so you’ll have to carefully judge how many Wizards to hold back for the Patron’s ability. Some guidelines: Always attack with Shadowmage Infiltrator. If you control a Hate Weaver, attack with a Wizard the Hate Weaver can pump up and hold the rest back. If you suspect your opponent is playing with Wrath of God, always keep enough Wizards untapped to counter it. To truly torture opponents, replace some non-Wizard spells with Disrupts and Force Spikes. Then when your opponent thinks he or she has enough mana to play a spell, you can change the math.[2] |
” |
Zombie Slice
A black and red Combo deck.
“ | The goal of this "Combo" deck is to get control early and then slap down a Mindslicer. If your opponent destroys it, both of you discard your hands, but your deck has Pyre Zombies and flashback cards to counteract the loss. Plus, you can discard the rest of your hand to create a few Zombies with Zombie Infestation just before the Mindslicer’s departure. If you really want to get rid of your Mindslicer, play Diabolic Intent and sacrifice it to fetch a card of your choice in the process. (You get to search for the card after you discard your hand.) Try getting Pyre Zombie or Braids, Cabal Minion this way. Your opponent will have only a few turns to recover before the power of Braids or the Zombie wears out his or her few remaining resources.[3] | ” |
Enchantments (3)
Thinker’s Burn
A red Burn deck that splashes blue for card draw and selection.
“ | By adding a little blue to an old-fashioned burn deck, this “bolt-o-rama” gains an all-important card advantage. When playing this deck, you’ll have a decision to make early in the game: Do you burn your opponent’s creatures to stop them from attacking you and use the card advantage of Fact or Fiction and Prophetic Bolt to win? Or should you aim your spells directly at your opponent’s face in the hope that you’ll be the last one standing? Your choice will often depend on your opening draw. If you have a lot of Fact or Fictions and Prophetic Bolts, you should use your burn defensively. If you just have a lot of burn, forget the table and target your hapless opponent.[4] | ” |
Creatures (2)
In Through The Out Door
A base green Threshold deck that splashes blue and red.
“ | This deck's goal is to get cards into your graveyard where they can help you. Millikin is great for this. It accelerates your mana supply and spills random cards into your graveyard, so Millikin both helps you to get to threshold and gives you quick access to flashback cards. Fact or Fiction is also a great way to fill up your graveyard while filling your hand at the same time. Once you get cards into your graveyard, your threshold creatures alone might be enough to win you the game. If not, start using your flashback cards to try to bust through. If all else fails, Bearscape can generate more creatures than your opponent can ever hope to block.[5] | ” |
References
- ↑ Wizards of the Coast (2001-06-04). "White (PDF)". Odyssey Player's Guide, p. 6. Archived from the original on 2021-09-24.
- ↑ Wizards of the Coast (2001-06-04). "White (PDF)". Odyssey Player's Guide, p. 8. Archived from the original on 2021-09-24.
- ↑ Wizards of the Coast (2001-06-04). "Black (PDF)". Odyssey Player's Guide, p. 10. Archived from the original on 2021-09-24.
- ↑ Wizards of the Coast (2001-06-04). "Red (PDF)". Odyssey Player's Guide, p. 12. Archived from the original on 2021-09-24.
- ↑ Wizards of the Coast (2001-06-04). "Green (PDF)". Odyssey Player's Guide, p. 14. Archived from the original on 2021-09-24.