shadowhamster@hotmail.com Subject: Pariah Strategies Okay, here we have one of the most overlooked type 1 cards...easily! Pariah:2W, Enchant Creature: Redirect to target creature all damage dealt to you. Now, all by itself, I would like to note that this is a just MEAN creature destruction/hold off technique card making your opponent choose for you. Your opponent just played an avatar of woe? Pariah it! Your opponent just played a royal ass-assin? Pariah it! Your opponent just layed a juzam Djinn? You guessed it. Pariah it! If your opponent wants to hurt you, they will have to kill the monster with pariah. Either by using valuable cards in their hand or by attacking, wasting a turn, and going with the redirected damage. All damage that turn goes to the monster that turn! It doesn't die officially til the end of combat! That just starts are fun however. IMHO Pariah wasn't reprinted for 8th simply for the fact that is so much harder to combo now. I really would have loved seeing this over several other cards, but ah well. Now on to that promised type 2 goodness. Pariah is one of the best defense cards, because it is an offense for a defense and it's in white: The color made to defend. Their are two mixed colored decks you would want to center pariah around. White/blue, you don't do crap! decks, and white/black bringers of pestilence deck. The strategy of the white/blue is nasty. by grabbing certian enchantments you shut them down, using counterspells on the side. Basically a search type deck, it just gets NASTY!!! The question goes up, why not play straight permission, or permission burn. Or even Permission/hand disruption. Easy, white/blue pariah shut down aims at making you invulnerable...less things for you to worry about, and most of the cards you need for it are easy to get. Cho-manno revolutionary, 2WW/ Summon Legend-Negate all damage dealt to Cho-manno revolutionary.a Inviolability, 1W/Enchant Creature-Negate all damage dealt to enchanted creature. Either one of these works to make you nigh invulnerable. Worst of all, your playing permission-for the most part burn doesn't matter, Big creatures don't matter, most things that hurt you, you guessed it, don't matter. The only things you need to concern yourself with are flying creatures, creature destruction, and enchantment destruction. By saving your counterspells for these things, your invulnerable, so are your creatures, and your opponent is open for your offensive specialty, Flying... A 'You don't do crap!' deck looks like this- Lands:24 12 Islands 12 Plains Creatures:20 4 Serra Angel 2 Cho-manno Revolutionary 4 Wall of Glare 3 Academy Rector 2 Morphling Spells:20 4 Counterspell 2 Rewind 4 Mana Leak 2 forbid 4 pariah 4 inviolability AS you can see, once the flying onslaught begins, your opponent has more important things to worry about than a little thing like you being immune to damage. On top of that, you can simplify things much by placing inviolability and pariah on a morphling...then all you have to work on is an evil laugh! Now, this deck may look mean, and I like it...but my favorite deck is next. A little white and black number I like to call... 'Bringers of Pestilence': This deck centers around making yourself invulnerable on multiple levels, while killing your opponent through other sources. Some of the biggest being these guys: Sleeper Agent: B/ Summon Minion(3/3)-When Sleeper Agent comes into play, target opponent gets control of it. During your upkeep Sleeper Agent deals 2 damage to you(controller) Pestilence:2BB/ Enchantment-B:Pestilence deals 1 damage to each creature and each player. If there are no creatures in play, sacrifice pestilence. Now, these cards can hurt you...that's why we have: Treacherous Link:1B/Enchant Creature-Redirect all damage dealt to creature, to creatures controller. Darkest Hour:B/Enchantment-All creatures are black Light of day 2WW/Enchantment-Black creatures cannot attack or block. As you can see this is a cluster deck: 'Bringers of Pestilence': Land:22 11-swamps 10-plains 01-Serra's Sanctum Creatures:16 4-Sleeper Agents 3-Academy Rectors 3-Monk Idealist 4-Wall of Glare 2-Cho-Manno Revolutionary Spells:24 3-Darkest Hour 2-Light of day 4-Treacherous Link 4-Inviolability 4-Pariah 2-Enlightened Tutor 3-Pestilence 2-Replenish So...the strategy here is to keep playing enchantments. Your opponent will probably destroy SOME, but will have trouble killing 'em all. Especially since you have Monk Idealist, and Replenish running around. If they manage to kill a combo or two, then they are only delaying the inevitable. William Greeson