This is a deck with but purpose: overwhelming. It's green+white with a lot of useful combos. In the ( ) is the series I got the card(s) from. Some are probably in others, too. Lands (22) 13 Forests (Doesn't matter) 9 Plains(" ") Creatures (20) 4 Penumbra Wurm (Apocalypse) 4 Penumbra Kavu (Apocalypse) 4 Penumbra Bobcat (Apocalypse) 4 Fleetfoot Panthers (Planeshift) 2 Venerable Monk (7th) 2 Sunscape Battlemage Other (18) 2 Whip Silk 1 Rout (Invasion) 3 Armageddon (6th) 4 Harrow (Invasion) 4 Lay of the Land (Apocalypse) 2 Healing Salve (7th) 2 Fog (7th) What you do with this deck is simple. Overwhelm your opponent with awesome creatures that live twice, and the loss of lands. The Sunscape Battlemage and Whip Silk are there for flying proection; you can't get protected from Armageddon, but the Lay of the Land and Harrow get lands quicker. And Rout can only kill the Penumbras once. Here's a cool combo: Your mana pool: 11 (let's say 7 forest and 4 plains) Your creatures in play: 4 (maybe 2 or 3 Penumbra Bobcat and a Fleetfoot Panthers, or something like that) Your hand: 6 ( Penumbra Wurm, 2 forest, 1 plains, 1 Harrow, and 1 Lay of the Land) You draw a card, it's Armageddon. Choose not to play a land. Instead, play Penumbra Wurm (use the 7 forests for it). Then use Armageddon. BOOM! No lands in play. Your opponent probably needed those lands to get out a good creature, since they have 2 or 3 2/2 creatures, let's say. Attack him/her with your Penumbras that are able (doesn't matter if they die, so long as at least one of your opponent's creatures dies). Opponent draws a card, plays a land (if they're lucky). Unless they attack (feel free to block with Penumbras), your turn. Play a land with a forest you put down and get a plains. Next turn put down plains, then another turn Harrow with your last forest. Sacrifice the plains. Get 1 of each land type you have. Next turn play a land then send out a Penumbra Kavu. If you had attacked or blocked in-between the turns, you still would have some tokens left, so it's like you haven't lost anything, and you just played ANOTHER Penumbra Creature! Your opponent might still be groping around for lands, too. See what I mean about Overwhelming? You could also add Red to the concoction and make this deck: Lands: (22) 11 Forests 6 Plains 5 Mountains Creatures: (21) 4 Penumbra Wurm (Apocalypse) 4 Penumbra Kavu (" ") 4 Penumbra Bobcat (" ") 3 Halam Djinn (Invasion) 3 Wall of Swords (6th) 2 Flametounge Kavu (Planeshift) 1 Jeweled Spirit (Prophecy) Other: (17) 4 Tribal Flames (Invasion) 1 Armageddon (6th) 3 Stone Rain (7th) 3 Lay of the Land (Apocalypse) 4 Harrow (Invasion) 1 Sacred Necter (7th) 1 Rout (Invasion) This time you have stone rain, so you don't always have to take the toll af Armageddon. Tribal Flames clears the way for your creatures, so flying prevention doesn't have as big a part. The Djinn is just there for haste and power. Thanks for your time- Wes Engel E-Mail: Geniusboy127@AOL.com Note to viewer: These are just ideas, so they may not work, and you might need to change around a few things