Ghost Husk: Why to Play It and How

Written by Baryonyx on May 27, 2006




Ghost Husk: Why to Play It and How

by Baryonyx
 
There have been many versions of W/B aggro in the past few months after the release of Guildpact. However, in my opinion, there is none better than Ghost Husk.  Ghost Husk is one of the most versatile and adaptable decks out there.  First, Ghost Husk drops so many creatures, it plays right through control and with removal to back it up and it takes out aggro in the blink of an eye.  Husk is also the definitively fastest decks in Standard right now.  The deck gets card advantage, creature advantage and general board control consistently.  For those of you who have no idea what I’m talking about, here is my current deck list:
 
Ghost Husk
Main Deck Sideboard
3 Plains
5 Swamp
1 Shizo, Death's Storehouse
1 Eiganjo Castle
4 Caves of Koilos
4 Godless Shrine
4 Orzhov Basilica
3 Eight-and-a-Half-Tails
3 Ghost Council of Orzhova
3 Orzhov Pontiff
3 Kami of Ancient Law
4 Plagued Rusalka
4 Nantuko Husk
4 Dark Confidant
4 Isamaru, Hound of Konda
4 Promise of Bunrei
3 Castigate
3 Mortify
2 Shining Shoal
2 Last Gasp
3 Mindslicer
2 Okiba-Gang Shinobi
3 Umezawa's Jitte
3 Devouring Light

 
Now I’m not going to preach about how my deck list is better than everyone else is because it’s probably not.  However, I am going to tell you the significance of each card and why I chose it.  Let’s start with the mana base.
 
 
Legendary Lands
Do not underestimate the value of these guys.  The castle lets you block all those pesky 3/3’s with an Isamaru all day long.  Also, Ghost Council doesn’t die to Char, Hierarch, or Soilfuge but instead puts them one creature down.  Shizo is a bomb when you and your opponent are hiding behind a wall of creatures. They can have all the Hierarchs, Keigas, Melokus, or Yoseis they want, but they still won’t block a Ghost Council with fear.
 
Bounce Lands
These can be the most crucial lands in the deck.  You can play them badly or wisely.  First off, playing these unless it is absolutely necessary vs. any UR matchup is a big no-no.  One LD spell, Boomerang, or Eye of Nowhere puts you a turn behind in mana.  Against different matchups with out LD or bounce, these can become very helpful.  Just be sure you play them when you can’t do anything else with one extra mana. In other words, don’t hold back a spell to drop in one of these lands instead.
 
Creatures
 
Isamaru, Hound of Konda
A first turn 2/2 for one is always a good time.  Plus he is legendary and plays well with the legendary lands.  He is a solid creature at any time in the game and gets in some crucial early beats.  But why four? The deck is centered around sack outlets.  With another hound in hand, he becomes fodder to the Husks or the Rusalkas for extra damage or just to pop a Promise of Bunrei.
 
Dark Confidant
Two words: CARD AVANTAGE!  This guy single handedly keeps the pressure on.  He draws more creatures to overwhelm your opponent faster than they can get rid of them.  It would seem you would take a lot of damage from him and he could become fatal in the end game but if you look at the mana curve, the majority of spells are in the two and three range and the highest is four.  Not to mention you can draw land of him for no damage at all.  If he does become dangerous to you in the late game, you have plenty of sac outlets.  Use them.
 
Nantuko Husk
The most feared car in the deck.  Husk can take your opponent down in one fell swoop.  The deck was engineered around making the Husk as big as possible.  All the creatures you play and the Bunreis all have excellent synergy with this card that can make you opponent cry.  One Bunrei and one creature make a husk into a 12/12 in seconds with little consequences.  Simply put, the Husk must be blocked.  He serves not only as a win condition, but as a decoy.  For most it is kill the husk or be killed by the husk, thus allowing your wave of other creatures to move around freely while they worry about one card.
 
Plagued Rusalka
This guy is in here for two reasons.  One, he is a sac outlet, plain and simple.  Two, he is un-counterable removal while on the board (Unless they have a Voidslime).  Realize the potential he has.  He takes out opposing Confidants, Birds, Llanlowar Elves, and can take down 2/2s and 3/3s when coupled with extra creatures and two or three mana.  He is also a one drop, dodging counterspells and getting in early beats.
 
Kami of Ancient Law
He is a 2/2 for two that is not very mana intensive and who has a great ability, what more could you want?  He sits as a small beater, a sizable chump blocker and as an un-counterable enchantment removal.  He chump blocks and kills their Greater Good, Promise of Bunrei, Glorious Anthem, Ghostly Prison, the list goes on.  He can destroy enchantments but he is also on the body of a 2/2 which can be quite helpful even if they don’t have any enchantments.  Also, notice you can target your own Bunreis with him and get tokens.  This is why he makes the main deck and not the sideboard. 
 
Orzhov Pontiff
To be completely honest, in the beginning I did not see why he was any good.  Sure, he kills Vitu-gazi tokens, but he doesn’t do it at instant speed.  He is also a 1/1 for three that’s fairly mana intensive.  Then I saw his full potential.  Let’s paint a picture for a moment.  Say your opponent has four 2/2s, and two 3/3s filling their side of the board, stopping any attack you might have.  Now say you have one Plagued Rusalka, one Ghost Counsel, five mana (Not to hard in the late game), four of which are black, and a Pontiff in hand. Here is a way to wipe their board clean leaving you free to attack:  drop the Pontiff giving their creatures -1/-1. Now they have four 1/1a and two 2/2s.  Sacrifice the pontiff to the Rusalka giving a 2/2 -1/-1 and haunting the Rusalka.  Then sacrifice the Rusalka, giving the other 2/2 -1/-1 making all six of his creatures 1/1s.  Then the haunt ability triggers and you can give all his creatures another -1/-1, clearing his side of the board and leaving you to attack with the ghost counsel for four.  His ability is amazing in this deck.  I personally have taken down a 6/6 with a pontiff and a Rusalka before.  Don’t underestimate his use.  Also notice that he takes out pesky creatures with pro white and/or black like Hand of Honor/Cruelty and Paladin En-vec.  He also makes popping a Bunrei deadly by swinging with four 2/2s.
 
Ghost Council of Orzhov
This guy is your best friend.  You can hide behind him when you are down and send him away so he won’t get hurt.  Simply put, he is you opponents worst nightmare.  Not only does he have a reusable ability of gaining you life and taking your opponents life from them, but he is also a huge 4/4 beater.  If you are always conscious to leave one mana open when you have other creatures, he never goes away. If they wrath, sac a creature, remove him from the game, you get a 4/4 after a wrath. He is also a valuable sac outlet and makes your opponent uneasy when they go below five life.
 
Eight-and-a-Half-Tails
This is my controversial card.  I like him mainboard because he can make husk un-blockable, you rcreatures untargetable, and he blocks Hierarchs all day.  Though he is mana intensive, both in mana cost and abilities, I think he is a valuable card in the main.

Spells
 
Promise of Bunrei
If you read anything above, you already know how much synergy this card has in this deck.  He creates chump blockers, swarmers, and sac fodder to run the deck.  This card plus husk equals good game in many situations.
 
Castigate
This card helps maintain card advantage and gets rid of those wraths, spot removal, and beefy creatures you never want to see hit the table before they get a chance to play them. However, do not give his card priority over your creatures turn two unless you know something specific is going to hit the table next turn that you really don’t want to see.
 
Mortify
When you back up tons of creatures with removal to take out their blockers, you get a solid deck.  The ability to kill a Hierarch and swing is powerful.  Also note its enchantment removal abilities.

Sideboard
 
Shining Shoal
If your opponent stabilizes behind a wall of big creatures you just can’t get past, direct damage to them can finish them off.  If they attack you with a Yosei when they are at five and you a have shoal in hand, game over.  It can also serve as extra creature removal if it has to.
 
Last Gasp
The majority of creatures worth playing right now in standard die to this easily.  This card is just extra removal.
 
Mindslicer
Heartbeat folds to the Slicer.  Drop him with a husk out, shake your opponents hand and you’re done.  He can also be helpful against control decks that generally keep large hands if you can get good board position first.
 
Okiba-Gang Shinobi
This guy is amazing versus counterspell control.  If you drop an early hound or Rusalka, you can ninja him in without the possibility of being countered and then slowly empty their hand.
 
Umezawa's Jitte
There is nothing better versus Jitte than Jitte its self.  Not only that, but Jitte wins games.  Against other agro decks, Jitte gives you total board control.
 
Devouring Light
Husk’s biggest card it hates to see hit the table is Yosei because it flies and taps you out of the game for a turn.  The only way to stop it is remove it from the game completely.  Why devouring light and not condemn?  Condemn put it back in their library and has them gain life and needs mana to play.  Light removes him from the game forever and can be played while tapped out using the convoke ability if you have the right creatures in play.
 
Here are a few more possible sideboard possibilities that others play that have their place…
 
Pithing Needle
Grave Pact
Paladin en-Vec
 
Matchup Guide
 
U/R Vore and U/R Tron
This is a hard matchup but can be won.  You must kill them before they can wildfire or bounce all your creatures away.  Ghost counsel is very important here because he can go away before a wildfire, giving you creature advantage after the spell resolves.  Also, take advantage of their lack for creatures.  Attack full out every turn before they can stabilize.  If you have four land out you can play any spell you want in the deck.  Start to save up a few lands in your hand and wait for that wildfire.
 
Sideboard
-3 Castigate
+3 Mindslicer
If you can get him in before they wildfire, the Mindslicer devastates them when he hits the graveyard.
 
 
Zoo/Gruul Aggro
 
This is a pretty easy matchup for you.  You can pump out more creatures than them and you have the removal to back it up.  The only thing to watch out for is their burn spells.  If possible get them within two to eliminate chars and don’t let them get you within eight life.  Here Pontiff shines as mass removal if player right being their highest toughness is three or four.
 
Sideboard
-3 Castigate
-2 Kami of Ancient Law
+3 Umezawa’s Jitte
+2 Last Gasp
The Jitte gives you board control and the last gasp is extra removal.  Just play through them.
 
U/W Control
 
This is quite possibly the best matchup for you because you play enough spells to push through their counters and once your guy hit the table then they have a hard time getting rid of them.  The only thing to watch out for here is Wrath of God. For this reason, you should try to castigate it out of their hands if possible or if not, try and get a Promise of Bunrei on the board before they wrath to make them think twice about it.  If you are able to drop Ghost Counsel, only do it if you have an extra mana open and another creature.  He is your greatest tool in this matchup.
 
Sideboard
-2 Mortify
+2 Okiba-Gang Shinobi
Just ninja this guy in off of a first turn hound or Rusalka and the game should go your way as you empty their hand of counters.
 
GW Aggro/Control or Ghazi-Glare
 
This is a tough matchup for husk.  The Hierarchs are a pain in the side and they can pump out chump blocker tokens all day long.  Once they get out Glare of Subdual, you’re in trouble if you don’t have a Kami of the Ancient Law.  The best thing to do is push through their big guys and mortify as many as you can.  Utilize the fact most of their creatures are white and make 8.5 Tales your friend.  If you can take them out quickly you should be okay.
 
Sideboard
-3 Castigate
+3 Devouring Light
The Light will help versus beefy guys, especially if they are playing Yosei.
 
Heartbeat Combo
 
Heartbeat is fast, you are faster.  They have little creatures to block you and you can make use of their small defenses.  If they don’t win by turn five, you should win.  Game one is tough but the sideboard helps a lot.  Use castigates as disruption and save mortify to kill their Heartbeats and their Drift of Phantasms if they are forced to drop one as a blocker.
 
Sideboard
-3 Mortify
+3 Mindslicer

Slice their hand right out and they will crumble.  If they do not go off turn four then you should be able to drop Mindslicer and sacrifice him to a husk.
 
W/B Control or Ghost Dad
 
You are simply too fast for them to deal with.  Personally, I have never lost a match with this deck to W/B control.  Is it luck?  Maybe, but everything happens for a reason.  While they play around with their spot removal and expensive creatures, you should pound them into the ground.  Again, notice the potential for Wrath and always leave one mana open to save the Ghost Counsel who will be your biggest ally here.
 
Sideboard
-3 Castigate
+3 Umezawa’s Jitte

The Jitte speeds the game up and keeps them from stabilizing.
 
Mirror Husk vs. Husk
 
This is a game of luck. Whoever draws the confidant for card advantage wins.  It’s that simple.  For this reason, always sacrifice the Rusalka to take out the Confidant quickly.  Save your Mortifies in case the swing with a huge Husk.  Utilize Pontiff to the greatest of his abilities.  Whoever is faster wins the match.
 
Sideboard
-3 Castigate
+3 Umezawa’s Jitte
If you get counters on your Jitte its game over.  Also, they are bound to side board in Jittes as well and the best way to kill a Jitte is with a Jitte
 
 
That is the deck.  Change it, play with it, burn it, I don’t much care but all I can say is that it is one of the fastest, most fun decks in T2 right now.  I can leave you with card strategies but you have to learn to play it and learn how it works.  This deck does take practice to get the sacking just right.  I leave you with a few tips on playing the deck that I have learned in my time playing Ghost Husk…
 
-Always leave a mana open to save you Ghost Council
-Never let them get counters on their Jitte.  You have many sac outlets to use after blockers before damage to ensure the Jitte gets no counters.  Use them.
-Drop Husk before Promise of Bunrei unless you know they are going to wrath next turn.  If you play the Bunrei first you have to sit with the Husk/Bunrei combo on the table for a turn while waiting for the Husk to be able to attack.
-Don’t play defensively, play very aggressively.  Attack into them if they only have one creature even if it will leave you with one less creature.  You play so many creatures that the lost creature will soon be replaced.
-Be very conscious that your husk can be killed after sacrificing everything to it.  The worst feeling in the world is attacking with a 20/20 Husk only to have it Putrefied.
 
Good luck to all with it,
-Baryony

Back to Magic: the Gathering Articles

Comments:
by BlaznSpecter on 2006-05-27 21:07 MDT

Awesome article. Probably the best ive ever read. Granted i dislike the deck in general but i admit its a really good deck. And this question is to everyone and be honest. Did anyone ever in their life think that when nantuko husk was printed it would ever make it this big in T2. Limited absolutely but T2. Ah the wonders of Magic.


by Buffalo_Wing on 2006-05-27 21:09 MDT

u5triefkw


by Streakz on 2006-05-27 21:12 MDT

Whatever, BW is the best deck, I'm 99.9% sure it'll win the Master tomorrow.


by FlyingBird on 2006-05-27 21:13 MDT

Actually I thought it would end up good in t2. I also was the only one I new that ran a husk deck before ghost dad and the such came around. But oh well. Can't do anything about it.


by SpicyHam on 2006-05-27 21:20 MDT

excellent article man~ good job~
husk is like flame, they are both big now in T2


by MarkTwainIII on 2006-05-27 23:13 MDT

f.


by Markwerf on 2006-05-28 00:01 MDT

nice article. It is easy to follow has simple and clear arguments and discusses a good deck. I have just 2 things:
- you discuss the uses of cards u have in but not why u took it over other cards. I miss for example why hand of honor and hand of cruelty arent in the deck. They both shine against BW (which is the most used deck) and are generally good creatures. Kami of ancient law and 8.5 tails fullfill the same spot in the manacurve why did u pick them?
-about the sideboard, you use okiba and mindslicer but dont they fullfill the same role? why dont u SB in okiba against magnivore? Both have a very similiar function against non-aggro decks. Extra SB spots could be given to the above mentioned hands or paladin en-vec which shines against gruul, U/R (which is the hardest matchup) and BW. Because of this u can virtually MB him depending on metagame.

Also might worth mentioning, the bounce lands and legendary lands have some uses and when used in 1s are strictly better then plains and swamps many seem to think. But its also worth mentioning that the matchup against gruul (which IS generally easy yes) gets alot worse from this. Blood moon will be far more active with it and dryad sophisticate much more often unblockable. The lack of paladin en-vec makes g2 and possibly g3 therefore much harder against gruul. Ive been getting decent results vs BW now with gruul by SBing 4 bloodmoon, 4 jitte and 2 bottled cloister against BW. (the cloister is undestructable drawing against BW and the loss of char/flaming hand during opponents turn hardly matters cuz of no fetters/loxodon, also it stops castigate and other discard).

Anyway like i said good article for its completeness


by iKe on 2006-05-28 00:18 MDT

A very well written article. This is the only article that I ever read fully on magic-league. Good Job


by Goji on 2006-05-28 01:05 MDT

you made a little mistake.. u should add in on heartbeat.. if heartbeat is playing aggro board then u gotta watch how u sideboard. if ur playing them in person and u see them grab 15 cards up from there board and put them all in then there going agro board and dont take out mortify lol


by ChristPunchr on 2006-05-28 02:52 MDT

Aside from a few trifling type-o's, one of the best articles I have seen on this site yet.

You said a few things that I think are debatable though. First, WRb is the fastest deck in type two. Husk is an incredibly good deck and can win in two attacks, but it is not the fastest, period.
Second, I'm not too sure if you lumped WRb sligh deck into gruul and zoo, but if you did, I have to disagree. I felt that WRb would be a good choice for my regionals(at the last moment, I switched to it) and I came to the regionals expecting to get annihilated by husk. Strangely, that did not happen. I played two husk decks, on was piloted by a very good player, the other a mediocre player. After I sideboard, the WRb deck takes on the control role and long story short, unless husk draws two shoals over the course of the game, they are very likely to lose. A big factor in my matchup against husk is them getting fucked over by being stupid and running four karoo's.

In short, four karoo's are so detrimental to the deck that I don't even want to give you big huge reasoning because everybody has said or thought what I could say. Two is the magic number...I would prefer to run none though.

Either way, I don't want to try to come across as trying to deflate you or anything. Your article was very good.

On an off note: Biggups to Yatre for his WRb sligh deck, I tweaked the SB and made a minor change or two main deck and it rocked the big decks at regionals...especially husk. Too bad I lost to a retarded misplay versus Tron.

-cheers


by synch987 on 2006-05-28 03:55 MDT

grammar and spelling issues but nice article.

you side castigate out versus most decks (why against vore?!?! mortify is pretty redundant in that match-up), maybe try moving it to the side for something else, perhaps jitte, because then game 2 it becomes a straight swap vs control.


by indie on 2006-05-28 04:17 MDT

very well written, but I think that your SBing is poor. first of all, Ur tron and Ur vore cannot be reffered to as 2 versions of the same arctype. if anything, Ur tron is much more similar to UW control than to vore. sbing out castigate agaist Ur tron is a big lol, if there is any use for castigate it is only against pure control/combo decks. tron was a control deck, last time I checked. also, mindslicer against vore? are you kidding? if you can get to 4 mana against vore, you probobly won anyway.
next, we got the BW control match, again, you SB out castigate - very important wog dismantler, and put in jitte? wtf? jitte is probobly the last card you need against a deck with so many removals. equip. attack, gasp. equip, attack, mortify, and so on. also, I never lost a match with BW control agains husk, this deck kills confidant easily, you cannot use husk against it cause will create card disadvantage. and as a sb plan you take out the most importand card in your deck and put in the worst card possible.
one mor thing - if husk mirror is based on bob advantage, why not sbing the gasps? it is far more useful than kami in this match.


by Baryonyx on 2006-05-28 06:54 MDT

Thank you all for your compliments and I will try to answer some of these questions:

@indie- Kamis are very valuble in the mirror match to take of opposing burei befor they can sac to it. Last gasp would be nice but in my experience, 4 rusalka, 4 pontiff, and 3 jitte are enough to take out one or two pesky 2/1s

@Synch- Castigate get one card. A creature kills them faster. With all the card draw U/R Vore plays, one castigate will have little effect. Plus if they play out a magnivore, it is generaly very big and thus will die to nothing else in the deck but mortify.

@markwerf- The hands are out because they are solid creatures but have no extra use but as solid creatures. 8.5 tails and Kami both have uses that are good in the current T2 format and have synergy with the rest of the deck.

Aginst UR, okiba-gang does nothing. He is too exspensive to play or ninja in for such a small effect whereas Mindslicer is one large imidiate effect. Okiba is good vs. counterspells becasue the ninjisu is uncounterable except by voidslime. Thus you can empty a control decks hand quickly if they dont get rid of him, However vs UR he will most likely be outrun by card draw of burned by wildfire the next turn.


by masterorb on 2006-05-28 07:49 MDT

Excellent article! I am truing to get back into Magic and this was a great introduction to the cards and decks dominating type 2 now!


by Shooter on 2006-05-28 08:49 MDT

nice article,but take out castigate vs. control decks and mortify vs. heartbeat, WTF?


by the_guy_123 on 2006-05-28 09:39 MDT

I'm hungry.


by RA on 2006-05-28 09:41 MDT

against magnivore and tron, i find more useful keeping the castigates and sb out the pontiffs for the mindslicers, i dont know why u sb out the castigates???


by Kaos on 2006-05-28 09:53 MDT

Take out the Shining Shoals, you dont side them in in one match... not even Tron or Vore.


by xerocat on 2006-05-28 10:46 MDT

Shining Shoals should be coming in vs. Pyroclasm, Wildfire, and Zoo. By now everyone should know that Shoal can save multiple creatures from a Pyroclasm. Vs Wildfire you can usually save one creature and/or a Ghost Council or a Husk to go with the Promise sitting on the table. Vs. Zoo your just trading 2 for 2 (Shining Shoal/RFG Card for their Burn Spell/Creature or Combat DMG/Creater for FREE. Since the Steam Vents decks are harder matchups, I like to run the full set of Shoals. You want to have one in your opening 7 to stop the initial Pyroclasm.


by xerocat on 2006-05-28 10:46 MDT

Also, another really good article.


by Sandler on 2006-05-28 11:16 MDT

jh


by kfcman1084 on 2006-05-28 11:38 MDT

Whatever, BW is the best deck, I'm 99.9% sure it'll win the Master tomorrow.

BW has no chance if a good Tron player is entered


by ColdBeer on 2006-05-28 12:38 MDT

article = above average. i think you overestimate your gruul match-up a bit though


by Streakz on 2006-05-28 13:06 MDT

I said that so that people would say that kfc, obv I will be winning the master.


by ChristPunchr on 2006-05-28 13:25 MDT

kfc is a complete fucking retard, you don't need to say shit for him, other than BAMAKY.


by Sniperfan on 2006-05-28 15:24 MDT

Great article. There's one point i disagree with though: U/W is a very hard matchup. I ran into one Round 3 with Husk and i was crushed. Now people still haven't realized how good Court Hussar is, but eventually they will. After sideboard, Spell Snare comes in and destroys your aggro plan. Faith's Fetters and Wrath of God is rather gg.


by RThomas on 2006-05-28 15:36 MDT

Some things of note:

I wish you would have explained why the cards in your sideboard made it over the cards that didn't.

I wish you would've put more into the explanation of, say, Isamaru, than simply "A 2/2 for one is always a good time." How does it most efficiently round out your mana curve over something else? What role does he take in different matchups?

I enjoyed the example that you provided with Orzhov Pontiff. Providing more play examples in a primer-like article is important, in my opinion, because it affirms your intelligence of the deck.

A card-by-card analysis is not really needed, and sometimes detracts from the focus of the article. Even if you're just trying to explain the deck and what's in it, it's really not necessary to explain every addition. If you feel you must do so, however, provide a bit more than "A 2/2 for one is always a good time."

I wish you would have taken more time to explain how different matchups play out after sideboarding. You didn't take more than a sentence to describe each one, and I feel this is the most glaring hole in the article.

Altogether, you did a nice job. I feel that you did the work and testing to be credible for you work.


by MathAenya on 2006-05-28 15:49 MDT

"if ur playing them in person and u see them grab 15 cards up from there board and put them all in then there going agro board and dont take out mortify lol"

Tips : When you play Heartbeat and go for the aggro sideboard plan, you don't take your 15 cards, put them on the table, and side out 15 cards ;)
Shuffle your sideboard with your deck, then remove the 15 cards you don't want, and by this way your opponent has no idea of wich plan you play :)


by Jayzus on 2006-05-28 17:55 MDT

I'd like to reiterate an earlier point made, that you hurt your credibility a bit by saying that Husk is the fastest deck in standard. . .it may well be the best, but it certainly goldfishes slower than WWr, Zoo, Gruul, and some builds of Heartbeat. Show me how husk can pull a turn 4 kill?

That said, it was a very good article, and you quickly redeemed yourself. . .but after reading the somewhat bold intro, I skipped to the end to see if people flamed you, and only after seeing they didn't did I go back to read the rest..


by FFTARoxorz05 on 2006-05-28 19:53 MDT

Wow awesome article, I was wondering why Pontiff was so good and why Mindslicer was in the board...


by tato- on 2006-05-28 21:01 MDT

VERY GOOD ARTICLE, gj Baryonyx


by ChristPunchr on 2006-05-28 21:27 MDT

Man, there should be no further explanation for why Isamaru is good.
Honestly, use your fucking imagination a bit.
That's like asking for someone to give further explanation on why dark ritual is good or why ancestral knowledge is good.

Honestly, you already know why Isamaru is good, everyone with any shred of magic knowledge should. Shut up.


by Baryonyx on 2006-05-28 22:25 MDT

@Jayzus

All fast kills depend on the opponents play but husk can win turn four.

1st tuurn
-Plains
-Isamaru
2nd Turn
-Swing -2 to 18
-Swamp
-Kami of ancient law
3rd turn
-Swing -4 to 14
-Swamp
-Husk
Thurn 4
-Plains
-Bunrei
-Swing sacing tokens and creatures to husk for -14 to 0
gg


by ChristPunchr on 2006-05-29 00:23 MDT

yeah, fishing on an opponent is fun. WRb sligh can do that too with burn.


by Dilaudid on 2006-05-30 03:31 MDT

i actually build a T2 deck during the oddesy/onslaught block with husk called "critters" not sure about list...

Lavamancer
nan. shade
nan. husk
weathered wretch
guys that were 2/2 for 3 and had fear

lots of creature removal with cabal coffers and drain life

it won a few tounaments actually...no one really knew of the list though..


BTW i like the 9.5 tails in this deck...i only ran them in sb for the longest time...but i like them alot


by RThomas on 2006-06-01 01:06 MDT

ChristPunchr, in your haste to be unnecessarily arrogant, you neglected to explain why Ancestral Knowlege is good. Please do so.


by RThomas on 2006-06-01 01:06 MDT

ChristPunchr, in your haste to be unnecessarily arrogant, you neglected to explain why Ancestral Knowlege is good. Please do so.


by Yiorgos on 2006-06-01 03:37 MDT

LoL...
And dont forget to mention Rush of Recall, too! :)


Magic: the Gathering Cards

All content on this page may not be reproduced without written consent of Magic-League Directors.
Magic the Gathering is TM and copyright Wizards of the Coast, Inc, a subsidiary of Hasbro, Inc. All rights reserved.


About Us | Contact Us | Privacy Policy