Judgment Theme Deck
If you like big, fat monsters, then this is the deck for you. Ten cards in the "Painflow" deck provide 5/5 or 6/6 creatures. Thriss, Nantuko Primus can even give a buddy +5/+5 for a turn. Give a creature with trample a boost and stomp your opponent into a bloody pulp. Crush of Wurms can put three 6/6 Wurms into play - the most power and toughness ever produced at one time by a single card - twice! After a few behemoths get into play, it'll be time to show off your victory dance.
The deck may not explode out of the gates, but your goal at the beginning of the game is just to get lands into play. Don't worry if you take a little early damage. Spend your mana putting out Werebears and fetching lands with Deep Reconnaissance. Here's a nice trick for the early game: You can play Diligent Farmhand and then wait to use its ability until it blocks an attacking creature. You'll slow your opponent's assault and get set up for your own at the same time. After you get six lands into play, the fatties will just keep coming out.
Most of the time, you'll be able to overwhelm your opponent's defenses, but you do have a few tricks in reserve. Sudden Strength is a nice surprise, and Seton's Desire can end a standoff quickly if you're at threshold. Just play it on your smallest creature and then attack with everything.
Decks full of fatties sometimes have problems against decks full of really cheap, fast weenies. If your opponent builds up a large army early, you could take a painful amount of damage before your bigger creatures come out to play. Moment's Peace solves that problem, holding off the assault for a couple of turns while you play your monsters.
You could add mountains and some direct damage spells to the "Painflow" deck to make it even better against decks with small creatures, but the deck's true Achilles' heel is blue countermagic. Since your creatures are so expensive and the deck doesn't win quickly, blue counterspells and card drawing can really ruin your day. You might want to use the Judgment card Seedtime to teach those control freaks a lesson.
* = from a previous set
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