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Planechase (2012 Edition) Decklists

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Chaos Reigns

While playing the "Chaos Reigns" deck, anything is possible! Although your deck is mainly blue, red, and green, it contains spells of all five colors. Early in the game, it's important to develop your mana base by searching up new lands. Late in the game, you'll overwhelm your opponents with flying creatures. But in the middle is where all the fun is!

Your deck is centered around the cascade ability. Every time you cast a spell with cascade, you can get a random free spell off the top of your library. The bonus card could be a five-color creature, a devastating instant, or even another spell with cascade, among other options. But your chaotic tendencies don't end there! Primal Plasma can take one of three different forms. Noggle Ransacker jostles everyone's hand. Rivals' Duel can cause two creatures to fight one another. And who knows what you'll get from Last Stand? As a true agent of chaos, you'll teach everyone else to expect the unexpected.

Some of the cards in your planar deck support your five-color aspirations. Truga Jungle lets lands produce any color of mana, while Windriddle Palaces lets players play cards from other players' libraries: a situation you're uniquely adept at, since you love all lands and can cast anything. Other cards in your planar deck tilt the game on its ear even more than your deck does! Orzhova resurrects all the dead, Hedron Fields of Agadeem causes the Eldrazi to invade, and Time Distortion—believe it or not—makes the game run backwards.


Plane Card
Ravnica Grand Ossuary
Zendikar Hedron Fields of Agadeem
Regatha Mount Keralia
Innistrad Nephalia
Ravnica Orzhova
Vryn Trail of the Mage-Rings
Ergamon Truga Jungle
Belenon Windriddle Palaces
PHENOMENON Mutual Epiphany
PHENOMENON Time Distortion




Night of the Ninja

As the sensei of the "Night of the Ninja" deck, you're in control of a cadre of sneaky Ninjas. Early in the game, you'll need some stealth agents. Cast cheap little creatures with evasion like Tormented Soul and Dimir Infiltrator, then start to attack. Pick your spots carefully, making sure your attacking creatures won't get blocked, then—surprise!—use the ninjutsu ability of a Ninja in your hand to replace an unblocked attacker! You'll deal more damage, get the Ninja's bonus, and wind up with the original attacker back in your hand. If that creature provides a benefit when it enters the battlefield, like Augury Owl and Baleful Strix do, you'll get that benefit again!

All these bonuses add up over the course of a game. In particular, Silent-Blade Oni and Ink-Eyes, Servant of Oni can devastate your opponents by stealing their cards right out from under them! If the battlefield gets too crowded late in the game, Vela the Night-Clad and Higure, the Still Wind can still let your Ninjas sneak past your opponents' defenses to deliver the finishing blows.

The cards in your planar deck are no less wily. Takenuma lets you draw a card each time you use a ninjustu ability (or one of your creatures leaves the battlefield in any other way). Glen Elendra lets you trade your smallest evasion creature for your opponent's biggest beater. Bloodhill Bastion is particularly devastating with Ninjas, as they'll all show up with double strike. And Kharasha Foothills duplicates all your attacking creatures, sending them at all opponents at once.


Plane Card
Equilor Bloodhill Bastion
Innistrad Gavony
Lorwyn Glen Elendra
Mongseng Kharasha Foothills
New Phyrexia Norn’s Dominion
Mirrodin Quicksilver Sea
Kamigawa Takenuma
Kyneth The Zephyr Maze
PHENOMENON Interplanar Tunnel
PHENOMENON Morphic Tide




Primordial Hunger

Make sure you work up an appetite before playing the "Primordial Hunger" deck, because it's feeding time! Many of the creatures in your deck have the devour ability: As one of them enters the battlefield, you can sacrifice any number of your other creatures to grow the new creature to gigantic proportions. For example, if you sacrifice three creatures as Thunder-Thrash Elder enters the battlefield, it'll be a 10/10… and if you sacrifice five creatures as Thromok the Insatiable enters the battlefield, it'll be a 25/25!

The deck's secret weapon is that its creatures without devour want to get eaten! Some of them, like Nest Invader and Beetleback Chief, enter the battlefield with expendable (and delicious) friends in tow. Others provide benefits when they die: Mudbutton Torchrunner deals damage, Viridian Emissary gives you a land, and Brindle Shoat leaves behind a creature token that's bigger than it was. Best of all, if you can't find a timely devour creature, Overrun or Hellion Eruption can let the little creatures rise up and conquer all on their own.

Many of the cards in your planar deck supercharge your strategies. Selesnya Loft Gardens doubles your token production and your +1/+1 counter generation, and you've got plenty of both. Lair of the Ashen Idol forces each player to sacrifice creatures, which you're handily prepared for… but are your opponents? And Jund grants devour 5 to each creature spell you cast, which upgrades the ones that already have devour while turning all the others into ravenous predators in their own right.


Plane Card
New Phyrexia Furnace Layer
Alara Jund
Ravnica Kilnspire District
Azgol Lair of the Ashen Idol
Kamigawa Orochi Colony
Ravnica Prahv
Ravnica Selesnya Loft Gardens
Innistrad Stensia
PHENOMENON Reality Shaping
PHENOMENON Spatial Merging




Savage Auras

If you're playing the "Savage Auras" deck, you're interested in building the perfect creature. At the core of the deck is an array of Auras that upgrade the creatures they enchant. Some, such as Mammoth Umbra and Indrik Umbra, have totem armor in addition to their other abilities. Since totem armor protects the enchanted creature from being destroyed, your creatures wind up stronger and more resilient than ever!

You'll have to choose which creatures to enchant, but with so many good options, you can't go wrong. You could enhance a creature that has an evasion ability, like Armored Griffin (which also has vigilance) or Silhana Ledgewalker (which also has hexproof), and go on the offensive. Alternately, you could select a creature that's flat-out asking to be enchanted. Bramble Elemental and Dreampod Druid both provide Saproling tokens if enchanted, and an enchanted Krond the Dawn-Clad exiles a permanent each time it attacks! Meanwhile, Celestial Ancient and Sigil of the Empty Throne give you a bonus each time you cast an enchantment spell, and Auramancer and Dowsing Shaman recover enchantment cards from your graveyard. As long as you're building nearly invulnerable supercreatures, you might as well get rewarded for your efforts!

Your planar deck contains some cards that perfectly complement your plan. Akoum makes your enchantments even better than before. Astral Arena allows the single biggest creature on the board to dominate combat. Planar Disaster is a great phenomenon for you, since it'll destroy all creatures . . . except the ones enchanted by Auras with totem armor!


Plane Card
Zendikar Akoum
Kephalai Aretopolis
Kolbahan Astral Arena
Belenon Edge of Malacol
Fabacin Grove of the Dreampods
Innistrad Kessig
Shandalar Onakke Catacomb
Dominaria Talon Gates
PHENOMENON Chaotic Æther
PHENOMENON Planewide Disaster




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