Invasion Theme Decks


Blowout

The letter T!he basic premise of Blowout is that if all your opponent's creatures are dead, it's hard for him or her to block. Then you can attack with creatures like Vicious Kavu that deal a lot of damage even though they aren't that good in creature-to-creature combat.

This deck has a lot of dual-purpose cards, mostly creatures that also have a disruption effect. Knowing when to use which part of the card is a big part of playing the deck. It's pretty easy to see that it's almost always good to use your Thunderscape Apprentice's ability to make your opponent lose 1 life rather than attacking with it. But it's harder to know whether you should keep making your opponent lose life with your Smoldering Tar or sacrifice it to destroy a creature. There's no hard and fast rule, but usually it's best to play offensively: make the choice that will let you keep dealing damage to your opponent!

In the unlikely event of a stalemate, Blowout has plenty of ways to wrap things up. The Hooded Kavu and Thunderscape Apprentices can deal damage even in the late game. In a pinch, you can play Maniacal Rage on one of your opponent's creatures so that it can't block. And of course there's plenty of red direct damage to throw at your opponent if you need to.

If you want to experiment with the deck, you have plenty of options. To emphasize hand destruction, add more Addles or cards such as Blazing Specter or Stupor. Also, blue cards like Probe are so powerful that they can be worth adding the extra color. To emphasize creature destruction and direct damage instead, Shock is always good. If you want to increase both destruction themes, you need to take out a lot of creatures. Replace them with a few big ones that can survive a lot, like the Djinns. Be sure to put in some extra mass-destruction spells like Earthquake so you aren’t overwhelmed by a swarm of small creatures early on.


# Rarity Cost Card Name
12 L Swamp
10 L Mountain
2 U Urborg Volcano
1 U 1 Mana Black Mana Hate Weaver
4 C 1 Mana Black Mana Ravenous Rats
1 C 3 Mana Black Mana Firescreamer
1 C 3 Mana Black Mana Phyrexian Slayer
1 U 3 Mana Black Mana Trench Wurm
1 C 4 Mana Black Mana Phyrexian Reaper
1 R 3 Mana Black Mana Black Mana Phyrexian Delver
2 C Red Mana Thunderscape Apprentice
2 C 2 Mana Red Mana Hooded Kavu
2 C 2 Mana Red Mana Kavu Aggressor
1 U 5 Mana Red Mana Halam Djinn
2 C Black Mana Red Mana Shivan Zombie
1 U 1 Mana Black Mana Red Mana Cinder Shade
2 U 1 Mana Black Mana Red Mana Vicious Kavu
2 U 1 Mana Black Mana Addle
1 C 1 Mana Black Mana Hypnotic Cloud
1 C 1 Mana Black Mana Mourning
1 C 3 Mana Black Mana Agonizing Demise
1 U 3 Mana Black Mana Black Mana Annihilate
1 C X Mana 2 Mana Black Mana Soul Burn
1 U 1 Mana Red Mana Breath of Darigaaz
1 C 1 Mana Red Mana Maniacal Rage
2 C 1 Mana Red Mana Scorching Lava
1 C 2 Mana Red Mana Zap
1 R X Mana Red Mana Ghitu Fire
1 U 2 Mana Black Mana Red Mana Smoldering Tar

* = from a previous set


Dismissal

The letter D!ismissal is the thinking person’s deck. The key to this deck is to concentrate on defense early and then gain control of the match. During the first few turns of the game, try to play some blockers and knock some cards out of your opponent's hand before they can be used. Save your removal spells until your opponent plays something really threatening.

Don't expect to win quickly with this deck, but do expect to win. Most of your ground creatures are designed for blocking because you're going to win the game in the air. Sometimes you'll get so far ahead that you can send in all your troops (especially if you can play the Dream ThrushVodalian Serpent combo), but Urborg Drake and Faerie Squadron are your MVPs.

A lot of the cards in Dismissal have the new kicker mechanic. Though you want to save them until you can pay the kicker and get full value out of them, desperate times call for desperate measures. If you really need a blocker, go ahead and play a creature that has a kicker without paying the kicker cost. Similarly, if you really need land (or your opponent doesn't have any cards left), don't be afraid to play Probe for just 2 ManaBlue Mana.

There are a number of cool combos built into this deck. Dream Thrush is great with both your Serpents and can also be used just to mess with your opponent during his or her upkeep. Try returning Phyrexian Infiltrator to your hand with Repulse or Recoil after stealing a creature so you can steal another one! And don't forget that Tidal Visionary can turn black creatures into another color when you need to play Agonizing Demise or Slay on them.

Dismissal may not be very good at destroying creatures outright, but it makes do by putting them back into your opponent's hand and forcing him or her to discard them. One way to improve the deck might be to add more creature-destruction spells. You could also add more flying creatures or countermagic spells.


# Rarity Cost Card Name
11 L Island
9 L Swamp
2 U Salt Marsh
1 C Sulfur Vent
2 C Blue Mana Faerie Squadron
1 C Blue Mana Tidal Visionary
2 C 1 Mana Blue Mana Dream Thrush
1 C 1 Mana Blue Mana Metathran Zombie
1 U 1 Mana Blue Mana Vodalian Hypnotist
2 C 3 Mana Blue Mana Vodalian Serpent
1 C Black Mana Duskwalker
1 C Black Mana Nightscape Apprentice
1 U 1 Mana Black Mana Hate Weaver
3 C 1 Mana Black Mana Ravenous Rats
1 R 2 Mana Black Mana Phyrexian Infiltrator
1 U 2 Mana Black Mana Urborg Emissary
1 C Blue Mana Black Mana Vodalian Zombie
2 U 1 Mana Blue Mana Black Mana Urborg Drake
1 R 1 Mana Blue Mana Black Mana Stalking Assassin
1 U 2 Mana Blue Mana Black Mana Slinking Serpent
1 U Blue Mana Disrupt
1 C Blue Mana Opt
1 C 1 Mana Blue Mana Prohibit
2 C 2 Mana Blue Mana Probe
1 C 2 Mana Blue Mana Repulse
1 C Black Mana Cursed Flesh
1 C 3 Mana Black Mana Agonizing Demise
3 C 1 Mana Blue Mana Black Mana Recoil
1 U 2 Mana Blue Mana Black Mana Lobotomy
1 U 2 Mana Blue Mana Black Mana Seer's Vision
1 U 3 Mana Blue Mana // 3 ManaBlack Mana Spite/Malice
1 U 3 Mana Drake-Skull Cameo

* = from a previous set


Heavy Duty

The letter H!eavy Duty is an aggressive creature deck. In order to win with this deck, you'll need to get as many creatures into play as quickly as possible and attack with them. Don't be afraid to trade blows or even creatures with your opponent. (Don't worry - you will draw more creatures than your opponent does!) And whatever else you do, don't sit around waiting to see how the game develops. "Attack, attack, attack!" should be your philosophy.

Because creatures are your only path to victory, Heavy Duty features a few cards that can be used to save your creatures in an emergency, like Explosive Growth and Wax/Wane. Unless you're delivering the final blow to your opponent, save these cards for creature-on-creature battles that have gone awry or for when your opponent tries to blow up your creatures with direct damage. Because this deck has so little creature removal (two Shackles is it), be sure to save those cards for true threats to your deck.

As much as you might try to avoid it, sometimes the game can come to a stalemate. This deck has three ways to deal with that kind of situation. First, it contains a number of creatures with trample. Combined with Explosive Growth, these can be used to bust through your opponents defenses. Second, it also has a few creatures with flying. If the ground game stalls out, take to the air! Finally, it includes two Rampant Elephants, which can be used to distract all your opponent's blockers, allowing the rest of your horde to charge through.

One way you may want to modify Heavy Duty is by splashing in other colors. For example, a touch of red would give you access to direct damage and some excellent creatures with haste. In the same way, a splash of blue would give you access to countermagic and some good flying creatures. If you add extra colors to the deck, consider including cards like Harrow and Fertile Ground, which can help you get out those other colors.


# Rarity Cost Card Name
11 L Plains
11 L Forest
2 U Elfhame Palace
1 C Green Mana Llanowar Elite
2 C 2 Mana Green Mana Llanowar Cavalry
1 C 2 Mana Green Mana Pincer Spider
1 U 4 Mana Green Mana Treefolk Healer
1 U 2 Mana Green Mana Green Mana Rooting Kavu
2 U 3 Mana Green Mana Green Mana Kavu Chameleon
1 C 3 Mana Green Mana Green Mana Kavu Climber
1 R 3 Mana Green Mana Green Mana Thicket Elemental
1 C 1 Mana White Mana Ardent Soldier
1 C 1 Mana White Mana Benalish Trapper
1 C 1 Mana White Mana Capashen Unicorn
1 C 1 Mana White Mana Crimson Acolyte
1 C 1 Mana White Mana Obsidian Acolyte
1 U 2 Mana White Mana Benalish Emissary
1 C 2 Mana White Mana Benalish Lancer
2 C 3 Mana White Mana Rampant Elephant
2 C 3 Mana White Mana Razorfoot Griffin
2 U 4 Mana White Mana Angel of Mercy
2 C Green Mana White Mana Llanowar Knight
1 R 1 Mana Green Mana White Mana Noble Panther
2 U 2 Mana Green Mana White Mana Charging Troll
2 C Green Mana Explosive Growth
2 C 2 Mana White Mana Shackles
2 U Green Mana // White Mana Wax/Wane
2 C 1 Mana Green Mana White Mana Armadillo Cloak

* = from a previous set


Spectrum

The letter S!pectrum is a five-color deck based in green. It uses green cards to gain access to the other colors, then plays a variety of powerful and expensive cards later in the game in an effort to overwhelm its opponent.

When you play this deck, there are two stages to the game. The first stage is building up your mana. During the first few turns, playing mana-increasing cards such as Fertile Ground and Harrow should take precedence over playing "business" cards such as Tribal Flames or Yavimaya Barbarian. Try to get as many land types as you can into play by sacrificing duplicate lands to Harrows and using Harrows and Fertile Grounds to fetch types you don't have out yet.

By the fourth or fifth turn, you should be able to obtain six or more mana every turn. Your opponent will have more creatures in play than you do, but you'll be in a position to catch up by playing an expensive creature every turn. If you're fortunate enough to draw Global Ruin, you can use it to give yourself an even bigger mana advantage by getting rid of most of your opponent's lands while keeping five of your own.

If all goes well, late in the game you'll attack your opponent with one big creature every turn or perhaps with a bunch of small ones (from Ordered Migration). After a few turns of this it will all be over.

With a few changes, you can take Spectrum even further. To do this, put in another Harrow, another Fertile Ground, and more cards that take advantage of having all the land types, such as Tribal Flames, Global Ruins, and Ordered Migrations. To keep your deck at sixty cards, take out some of the creatures. You'll probably then need to include a couple of Earthquakes or Collective Restraint for early-game defense. If you make these changes, you'll find that once you get all five land types into play, your spells have enormous power.


# Rarity Cost Card Name
2 L Plains
2 L Island
2 L Swamp
2 L Mountain
14 L Forest
1 U 5 Mana White Mana Wayfaring Giant
2 U 5 Mana Blue Mana Zanam Djinn
1 U 5 Mana Red Mana Halam Djinn
3 C Green Mana Thornscape Apprentice
1 C 1 Mana Green Mana Nomadic Elf
2 C 3 Mana Green Mana Quirion Trailblazer
1 C 4 Mana Green Mana Serpentine Kavu
2 C 3 Mana Green Mana Green Mana Kavu Climber
1 R 4 Mana Green Mana White Mana Sabertooth Nishoba
2 C Red Mana Green Mana Yavimaya Barbarian
2 U 2 Mana Red Mana Green Mana Voracious Cobra
1 R 4 Mana White Mana Global Ruin
2 C 2 Mana Blue Mana Exclude
2 C 2 Mana Blue Mana Probe
2 C 1 Mana Red Mana Tribal Flames
3 C 1 Mana Green Mana Fertile Ground
3 C 2 Mana Green Mana Harrow
1 U 3 Mana White Mana Blue Mana Ordered Migration
1 U 1 Mana Red Mana Green Mana Fires of Yavimaya
2 U Green Mana // White Mana Wax/Wane
1 U 3 Mana Blue Mana // 3 ManaBlack Mana Spite/Malice
2 U Red Mana // 3 ManaGreen Mana Assault/Battery

* = from a previous set


  • Planeswalker Points
  • Facebook Twitter
  • Gatherer: The Magic Card Database
  • Forums: Connect with the Magic Community
  • Magic Locator