============================================================================== Stronghold Preconstructed Decks 03/08/08 ============================================================================== List by Jerry Willett This list and others can be found at http://www.crystalkeep.com/magic/lists The Sparkler (60 cards) ------------ Catch Phrase: The Sparkler is meant to hold out for the long term. Winning usually comes from preventing anything really bad from happening in the early part of the game, then using a buyback damage spell to win later. Rare Cards: 1 Intruder Alarm Blue 1 Reins of Power Blue 1 Evacuation Blue Uncommon Cards: 1 Wall of Tears Blue 1 Wall of Razors Red 1 Whispers of the Muse Blue 2 Propaganda Blue 1 Ransack Blue 1 Searing Touch Red 2 Fanning the Flames Red Common Cards: 1 Mogg Fanatic Red 1 Mind Games Blue 2 Power Sink Blue 2 Spell Blast Blue 1 Contempt Blue 3 Mana Leak Blue 1 Counterspell Blue 2 Capsize Blue 2 Shock Red 2 Flowstone Blade Red 1 Shatter Red 3 Lightning Blast Red Land Cards: 14 Island 13 Mountian Call of the Kor (60 cards) --------------- Catch Phrase: Call of the Kor is a horde deck. Its strength is in its multitude of fast creatures. With nearly 40 percent of its cards being creatures, evenly distrubuted in cost between one and five mana, you should be able to play creatures quickly and often. Rare Cards: 1 Shaman en-Kor White 1 Soltari Champion White 1 Skeleton Scavengers Black Uncommon Cards: 2 Warrior en-Kor White 2 Knight of Dawn White 2 Lancers en-Kor White 1 Screeching Harpy Black 1 Flickering Ward White 1 Temper White Common Cards: 3 Nomads en-Kor White 1 Cloudchaser Eagle White 4 Spirit en-Kor White 2 Lab Rats Black 1 Darkling Stalker Black 2 Gravedigger Black 1 Smite White 1 Disenchant White 1 Death Stroke Black 2 Enfeeblement Black 1 Dark Banishing Black 2 Evincar's Justice Black 3 Endless Scream Black Land Cards: 13 Plains 11 Swamp Migraine (60 cards) -------- Catch Phrase: Mirgraine is designed to play fast and furious, hitting your opponent early with cheap creatures and then using damage from discard effects to deal the finishing blows. Your goal when playing this deck is to reduce your opponent's hand as quickly as possible, prefferably to zero cards if you can. Rare Cards: 1 Mindwarper Black 1 Ensnaring Bridge Artifact 1 Portcullis Artifact Uncommon Cards: 1 Dauthi Mindripper Black 2 Mind Peel Black 3 Mergrim Black 2 Bottomless Pit Black 1 Hornet Cannon Artifact Common Cards: 2 Pit Imp Black 4 Dauthi Horror Black 1 Rabid Rats Black 2 Dauthi Slayer Black 4 Foul Imp Black 1 Dark Ritual Black 4 Death Stroke Black 2 Diabolic Edict Black 3 Coercion Black 1 Dark Banishing Black Land Cards: 24 Swamp The Spikes (60 cards) ----------- Catch Phrase: In its basic form, The Spikes is essentially a red-green attacking deck. However, the ablity of Spikes to transfer +1/+1 counters among one another provide the deck with an interesting twist on this theme. Rare Cards: 1 Hermit Druid Green 1 Spike Breeder Green 1 Verdant Touch Green Uncommon Cards: 1 Tempting Licid Green 2 Spike Feeder Green 2 Spike Soldier Green 1 Fanning The Flames Red 1 Elven Rite Green 2 Heartstone Artifact Common Cards: 4 Spike Drone Green 1 Bayou Dragonfly Green 1 Canopy Spider Green 4 Skyshroud Elf Green 1 Lowland Basilisk Green 2 Pincher Beetles Green 3 Spike Worker Green 2 Spike Colony Green 2 Shock Red 4 Kindle Red 2 Rampant Growth Green 1 Tranquility Green Land Cards: 12 Forest 9 Mountain ==============================================================================