Weenie deck "heavy" hitters. Cheap enough to get out fast, and will be safe from things like Deserts, Tims,
and Tundra
Wolves. Three damage for three mana with barely a drawback.
Never use these on your opponent unless you are ready to finish her off.
These are some of the most effective ways to kill early and annoying
creatures, especially Juggernauts.
Combine with a blocked Bear or Lion and you can take down Shivans,
not to mention Serras
and Sengirs.
Giant
Growth and Blood Lust
are not used because, since there is so much direct damage in this
deck, there may well be times when you have no creatures on the board.
Part of the main direct damage part of this deck. In case the game turns out
to be too long for your weenies to win, you still have a good
chance of playing a large damage spell. Fireball is a must have, because it
has the ability to destroy more than one of your
opponent's cards in play (a very valuable feature).
Disintegrates used to be more important to take out regenerating
blockers, but
now Incinerates will help. Disintegrate is still valuable against the decks
that specialize in pulling things from the graveyard.
Otherwise, Lava Burst provides another valuable ability. While many weenie
decks cannot take advantage of their opponent's Mana Flare,
these red X-spells will.
While the 1/3 land ratio is actually too low for many decks, it works
fine for this one, especially with the cheap creatures and
Elves. Another advantage is that nothing needs more than 1 colored mana
to cast.
Sideboard
The sideboard is mostly complete with these 8 cards. Both artifacts and enchantments are accounted for.
If most of your opponents also play with commons, then these aren't as
useful, but when you get to the big leagues, artifact destruction becomes much more useful.
Deck Notes
The key to this deck is that it is strong both in the early game and in the
late game. Its weakness is during the mid-game, when both players have the
mana to play whatever they want, but you are still short of playing a huge
direct damage spell. However, it is not uncommon to only need to play a
4 or 5 point damage spell because of the early damage from your creatures.
Another key advantage is that everything in this deck (even the extra land
to power your X-spells) can be used as offense. Not like a wasted Terror sitting
in your hand when playing against a creatureless deck...despite nearly
half the deck being able to destroy annoying creatures.
Having two personalities makes this deck more versatile. Howling
mine/mana
depletion, discard,
and spell
counters only hurt your direct damage, while the weenie half is mostly
unaffected. Likewise, Moat and Abyss decks
cannot stop your direct damage by themselves. And certainly not with Meekstones, and
Forcefields
become only a minor annoyance.
If you think Earthquake is too cheesy,
just watch Ms. Suitcase's pride in all her flying critters go with the wind.
If you're playing against a counterspell
deck, Hurricane first before your red-X
spells, and watch her wrack her brain trying to decide whether to counter it or not.