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06.28.02  -    Hey, Aaron.  I've been struggling to come up with a great deck for obc and thought that a deck building god as yourself would be able to help.  The point of the deck I'm about to list is to basically overrun your opponents then cast "overrun" and win.  The general ways in the deck to over run them are using a zombie infestation along with a bearscape to create 2/2 creatures and then discarding basking rootwallas to make more creatures.  Also squirrels get into the mix but they are sometimes to weak to matter.  So here is my deck list please help it get some spark.  Thanks much.


3x Acorn Harvest
2x Basking Rootwalla
2x Bearscape
4x Chatter of the Squirrel
2x Diabolic Tutor
3x Faceless Butcher
2x Far Wanderings
2x Grizzly Fate

4x Innocent Blood
4x Narcissism
3x Overrun
1x Skeletal Scrying
4x Werebear
2x Zombie Infestation

11x Forest
10x Swamp
3x Tainted Wood

Thanks again. Keep up the good work.

                                                                                    Kevin Muehlenthaler


Overrun is one of my favorite power cards in OBC.  It was actually the first deck I built when I got serious about testing OBC decks.  While it hates seeing opposing 6/6 tokens in the early game it can still win by laying out more creatures as to eventually build up to the big Overrun... even a 6/6 can only block one creature at a time!

One of the keys to generating as many "dorks" as possible to set up a gigantic stampede has been the Squirrel Nest - Deserted Temple combo.  Squirrel Nest is at least as good as the old Kjeldoran Outpost at pumping out dorks... Deserted Temple allows you to get ANOTHER dork out of the same Nest!  Not only is this a great way to build up your overrun army... it is also tough for the opponent to deal with as there aren't too many decks running main deck LD or Enchantment removal out there.  Infinite dorks can also chump block broken 6/6 tokens for as long as it takes for you to eventually find YOUR broken goodness.

Another Key to maximizing Overrun is speed.  Overrun for 20+ trample damage on turn 10 is cool... it's a whole lot cooler if your deck can do it as early as turn 5.  A good curve of creature drops helps this... but don't forget about  Werebear and Millikin for good old fashioned mana acceleration. 

Millikin really is annoying for the opponent.  It speeds up your dropping of bombs by a turn, it gets Werebear beefy by fueling Threshold, it "draws cards" by putting flashback spells into your grave... then to add insult to injury it can attack during the final rush thanks to Overrun!!

Here's what my latest Overrun deck looks like:
2 Sylvan Safekeeper
4 Basking Rootwalla
4 Wild Mongrel
4 Millikin
4 Werebear
4 Call of the Herd
4 Phantom Centaur
4 Sylvan Might
4 Squirrel Nest
4 Overrun

4 Deserted Temple
18 Forest

Hope this helps... have fun!



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