
Sacred
Assault
This deck is packed full of Auras, which are a special kind
of enchantment. All the Auras in this deck target a creature as you cast them, then enter
the battlefield attached to that creature and modify what it can do. Some, like Pacifism,
make the creature worse, so you want to target your opponent's creatures with them. The
rest make your creatures better, and that's where the fun begins!
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Mystical
Might
The deck's Illusions are powerful fighters, but they have a
catch: If they ever become the target of a spell or ability (even by you), the magic
that's keeping them intact will fail and they'll be put into the graveyard. That's where
Lord of the Unreal comes in. Not only does this creature give your Illusions +1/+1 so they
hit harder, but it also gives them hexproof, so your opponent isn't even allowed to target
them!
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Grab For
Power
The ultimate goal of the "Grab for Power" deck is
to have three specific artifactsCrown of Empires, Scepter of Empires, and Throne of
Empireson the battlefield at the same time. If you've got all three, each one powers
up, delivering not just a good effect (as it does normally), but an absurdly brutal
effect. Your triumph won't be far behind.
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Blood and
Fire
Some decks like to inflict pain. Other decks love to
inflict pain. The "Blood and Fire" deck easily falls into the second category.
Once you start dealing damage to your opponent, the frenzy begins
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