It started as an inside joke that I always had a lucky charm to get me out of a bad situation, and so the name just stuck. This is a non-competitive standard deck designed for group play amongst friends; but that doesn't mean it can't hold its own. This deck has won its fair share of games and is a lot of fun to play. I hope you enjoy it as much as I do.
Me Lucky Charms
My lucky charms allow for versatility, which opens opportunity to be aggressive. Having the ability to gain life, draw cards, flash in a creature, give trample, hexproof permanents, and bounce or beef creatures is quite the arsenal within 3 charming spells.
The other spells, which aren't as charming, have an equal amount of effectiveness. Cyclonic Rift comes in handy for bouncing permanents and can be a game ending instant when you can pay its overload cost at your opponents end step.
Early game
Without much ramping ability, the deck uses some decent 2 and 3 drops to create an early threat. Having Aqueous Form in play will assist in drawing what you need and chip away at your opponent till things pick up. Having Daxos is ideal because of his abilities, but a Fleecemane Lion or a
Battlewise Hoplite
get the job done as well.
Scry & Draw
You don't always draw the perfect hand, so we end up working with what we have in fear of replacing it with total rubbish from a lousy mulligan. Everyone knows drawing is powerful, but scry is just as resourceful. This deck has a bit of both to help get you through the mid-game. The
Battlewise Hoplite
, Aqueous Form, and the Scry Lands work great for setting up your next draw. Don't worry about the life loss from your shock lands since you'll have plenty of life gain thanks to
Unflinching Courage
. This deck routinely has you swinging with a 5/5 trample / lifelink that will scry1 on round 3.
Infinity
The infinite combo is almost certain victory since you will likely swing that round for the kill. If your opponents manage to survive the round rest assured that you'll be moving much faster than they can. Each round you can draw as much as you want, gain life, and pour on the +1/+1 counters until every creature is colossal. This is obviously an overwhelming attack for anyone to ward off continuously, which is why I'll usually draw enough cards to ensure that each creature's power is enough to take out an opponent with a single swing.
Weakness
Compared to other standard decks this can be a little on the slow side for competitive play, but preforms well amongst friends and multi-player. It lacks a bit in the removal department when it comes to artifacts and enchantments, which can be problematic since you would have to rely on drawing a Cyclonic Rift to handle that, but even that isn't permanent. The sideboard has some extra removal to help balance this out, but it is color specific to white.
Sideboarding
This is always tricky business. What to add and remove when you are playing against a certain deck can be a critical decision. To be honest I've always struggled with this aspect of the game, but with the current list that I feel it is rounded enough to handle a variety of different style decks. Below is how I would most like do my card swapping before a match-up. Please leave suggestions and comments to help me tweak this.
Reasonably well rounded and fun to play amongst friends. It may not be a tournament winner, but it's no slouch and has one its fair share of games. If you enjoy playing multi-player as much as I do, you can expect to be the focus of removal after you've pulled off that infinite combo a few times.
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