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CardShark Content - Kevin Knack (5/20/2002)

Weenie decks have a lot going for them. They’re full of fast, cheap creatures so you’re almost always doing something. The cards required to make one usually aren’t too hard to come by or very expensive. They’re fairly easy to play and they can be a very effective deck. Best of all, every time you attack with one of your weaklings you get to tell him you’re slapping him with your weenie. Unfortunately, everybody keeps telling new players that building a weenie is easy. They’re half right. It’s certainly not hard to throw 40 low casting cost creatures into a deck with 20 land, but you’re going to end up losing…often. What the ‘experts’ need to say is that building a good weenie can be easy if you keep a couple of things in mind.

First of all, understand that you can make a weenie deck out of any color, even blue (though admittedly, some colors are easier to work with than others). A weenie deck is any deck that has a very high percentage of low casting cost creatures. The theory behind them is to deal enough early damage to bring them to a danger zone, then cast a killer spell to seal the deal. Some varieties may also rely on continuously churning out creatures and slugging it out for the win, though these also tend to have some common characteristics that push for the win.

The mana curve is very important to weenie decks. For those of you who don’t know, the mana curve is a term used to describe the way the casting costs of the spells in your deck compare. Basically, it states that you should have more 1cc spells than 2cc, more 2cc than 3cc, more 3cc than 4cc, and so on. This increases the chance you’ll be able to play something every turn, maximizing your resources. Sligh decks use this as gospel. I like to use a slight variation on it. Since 1 drops are usually extremely weak (red being the exception, with offensive spells like Lightning Bolt
Lightning Bolt
Lightning BoltSet: Revised Edition
Cost:
1
Color:
Red
Type:
Instant
Rarity:
C
Artist:
Christopher Rush
Text:
Lightning Bolt does 3 damage to one target.
and Firebolt
Firebolt
FireboltSet: Odyssey
Cost:
1
Color:
Red
Type:
Sorcery
Rarity:
C
Number:
193
Artist:
Ron Spencer
Text:
Firebolt deals 2 damage to target creature or player. Flashback 4R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)
), I like to run maybe 6-8 1 drops, shifting the card slots towards the more powerful but still very economical 2cc spells. The reason I do this is that a given color usually only has a couple of really effective 1cc spells. Green has elves, white has Soul Warden
Soul Warden
Soul WardenSet: Exodus
Cost:
1
Color:
White
Type:
Creature
Sub Type:
Cleric
Rarity:
C
Number:
21
Artist:
Randy Gallegos
Power:
1
Toughness:
1
Text:
Whenever any other creature comes into play, gain 1 life.
, Mother of Runes
Mother of Runes
Mother of RunesSet: Urza's Legacy
Cost:
1
Color:
White
Type:
Creature
Sub Type:
Cleric
Rarity:
U
Number:
14
Artist:
Carl Critchlow
Power:
1
Toughness:
1
Text:
T: Target creature you control gains protection from a color of your choice until end of turn.
, maybe Savannah Lions
Savannah Lions
Savannah LionsSet: Revised Edition
Cost:
1
Color:
White
Type:
Creature
Sub Type:
Lions
Rarity:
R
Artist:
Daniel Gelon
Power:
2
Toughness:
1
, and things kind of drop off from there (blue has some hand manipulation, black…well…black used to have Dark Ritual
Dark Ritual
Dark RitualSet: Revised Edition
Cost:
1
Color:
Black
Type:
Instant
Rarity:
C
Artist:
Sandra Everingham
Text:
Add BBB to your mana pool.
…nothing else really comes off as terribly game influencing). Anyway, when building and testing a weenie, you can figure out if your curve ‘feels’ right. If you’re dropping things every turn and practically exploding onto the board, you’re doing things right. On a side note, many other more technical articles have been written about the mana curve. If you really want to learn about it, it’s not hard to find the material.

Which weenies you put into your deck is obviously critical. Try very hard to grab creatures that have a power equal to or greater than their cc. Also try to get creature with powerful abilities. Good weenie candidates are the pump knights (Order of Leitbur
Order of Leitbur
Order of LeitburSet: Fallen Empires
Cost:
2
Color:
White
Type:
Creature
Sub Type:
Clerics
Rarity:
C
Number:
163
Artist:
Bryon Wackwitz
Power:
2
Toughness:
1
Text:
Protection from blackWW: +1/+0 until end of turnW: First strike until end of turn
, Order of the Ebon Hand
Order of the Ebon Hand
Order of the Ebon HandSet: Fallen Empires
Cost:
2
Color:
Black
Type:
Creature
Sub Type:
Clerics
Rarity:
C
Number:
25
Artist:
Melissa A. Benson
Power:
2
Toughness:
1
Text:
Protection from whiteBB: +1/+0 until end of turnB: First strike until end of turn
, Knights of Stromgald, Knights of the White Shield…or something like that), Wild Mongrel
Wild Mongrel
Wild MongrelSet: Odyssey
Cost:
2
Color:
Green
Type:
Creature
Sub Type:
Hound
Rarity:
C
Number:
283
Artist:
Anthony S. Waters
Power:
2
Toughness:
2
Text:
Discard a card from your hand: Wild Mongrel gets +1/+1 and becomes the color of your choice until end of turn.
, Skulking Ghost
Skulking Ghost
Skulking GhostSet: Mirage
Cost:
2
Color:
Black
Type:
Creature
Sub Type:
Ghost
Rarity:
C
Artist:
Robert Bliss
Power:
2
Toughness:
1
Text:
If Skulking Ghost is the target of a spell or effect, bury Skulking Ghost.
, Rogue Elephant
Rogue Elephant
Rogue ElephantSet: Weatherlight
Cost:
1
Color:
Green
Type:
Creature
Sub Type:
Elephant
Rarity:
C
Artist:
Steve White
Power:
3
Toughness:
3
Text:
When Rogue Elephant comes into play, sacrifice a forest or bury Rogue Elephant.
, and many more. One of the neat things about weenie decks is that you can use creatures that you like and normally don’t see a lot of play. As long as they’re a warm body with reasonable stats or abilities, go ahead and toss a few in…weenie decks are pretty forgiving about card choice. I have a white weenie with Repentant Blacksmith
Repentant Blacksmith
Repentant BlacksmithSet: Fifth Edition
Cost:
2
Color:
White
Type:
Creature
Sub Type:
Smith
Rarity:
C
Artist:
Drew Tucker
Power:
1
Toughness:
2
Text:
Protection from red
because I like the flavor text.

The trickiest thing about building a weenie is strategy choice. Decks that use ‘kill’ cards seem to be more successful than the second variety. Kill cards are cards that finish off your opponent after you’ve pounded them with weenies for the first 4 or 5 turns. A popular green kill card is Overrun
Overrun
OverrunSet: Tempest
Cost:
5
Color:
Green
Type:
Sorcery
Rarity:
U
Artist:
Jeff Miracola
Text:
All creatures you control get +3/+3 and gain trample until end of turn.
. Many a game has been lost to this beast of a card. White likes using Armageddon
Armageddon
ArmageddonSet: Revised Edition
Cost:
4
Color:
White
Type:
Sorcery
Rarity:
R
Artist:
Jesper Myrfors
Text:
All lands in play are destroyed.
. After dumping a half dozen weenies, blow up all the land on turn four. Even if your opponent has a reasonable fattie out, you’ll typically win the war of attrition if you keep sending your swarm in. After all, he can’t block everybody, and you’ll be able to pump out more soldiers in a turn or two anyway due to their low casting cost. Red has X spells, or maybe Fireblast
Fireblast
FireblastSet: Visions
Cost:
6
Color:
Red
Type:
Instant
Rarity:
C
Artist:
Michael Danza
Text:
You may sacrifice two mountains instead of paying Fireblast's casting cost. Fireblast deals 4 damage to target creature or player.
depending on how you like your Sligh. Blue and Black are a little trickier. Black’s Necropotence
Necropotence
NecropotenceSet: Fifth Edition
Cost:
3
Color:
Black
Type:
Enchantment
Rarity:
R
Artist:
Mark Tedin
Text:
Skip your draw phase.Whenever you discard a card, remove that card from the game.Pay 1 life: Set aside the top card of your library. Put that card into your hand at the beginning of your discard phase.
isn’t a kill card in and of itself, but it draws you so many cards you’re bound to find something to kill you opponent with. Blue doesn’t lend itself well to weenies, and I’ll be damned if I can think of a kill card (that’s weenie oriented) off the top of my head. I’m sure one exists. If nothing else, Judgement offers a potential card for a blue weenie – Keep Watch
Keep Watch
Keep WatchSet: Judgment
Cost:
3
Color:
Blue
Type:
Instant
Rarity:
C
Number:
43
Artist:
Fred Rahmqvist

Text:
Draw a card from each attacking creature.
. For 2U, you get to draw a card for every attacking creature. For some reason, many of the Judgment analysts seem to ignore the fact that you can cast it in response to your own critters attacking. This means considerable card advantage for a weenie deck, four or five cards after a couple of turns. Considering that one of the major problems with weenies is running out of steam, this card certainly needs to be looked at. Anyway, if you’re trying to make a weenie deck using blue, I suggest going multi-color…it’s just too rough otherwise.

The second strategy involves solving one of weenie decks’ inherent problems; the creatures are fragile. After a couple of turns, your opponent will start laying down some bruisers that will chop down your critters like they were teenagers in a horror flick. Because they’ll kill off your creature while sticking around for more, you’ll soon be put at a severe card advantage. The solution to this is to make your creatures bruisers in their own right. The easiest color to do this with is green. Almost every set has some severely undercosted beast for green. Threshold only gave it more monsters. Rogue Elephant
Rogue Elephant
Rogue ElephantSet: Weatherlight
Cost:
1
Color:
Green
Type:
Creature
Sub Type:
Elephant
Rarity:
C
Artist:
Steve White
Power:
3
Toughness:
3
Text:
When Rogue Elephant comes into play, sacrifice a forest or bury Rogue Elephant.
s, Werebear
Werebear
WerebearSet: Odyssey
Cost:
2
Color:
Green
Type:
Creature
Sub Type:
Druid Bear
Rarity:
C
Number:
282
Artist:
Carl Critchlow
Power:
1
Toughness:
1
Text:
: Tap: Add G to your mana pool. Threshold - Werebear gets +3/+3. (You have threshold as long as seven or more cards are in your graveyard.)
s, Ernham Djinn (though he’s definitely on the high end for a weenie deck)…all are beasts at a bargain price. Unfortunately, once you get out of green the bargain fatties become few and far between. Never fear, there are alternative methods. White has a plethora of cards that give your entire army bonuses. Crusade
Crusade
CrusadeSet: Revised Edition
Cost:
2
Color:
White
Type:
Enchantment
Rarity:
R
Artist:
Mark Poole
Text:
All white creatures gain +1/+1.
, Divine Sacrament
Divine Sacrament
Divine SacramentSet: Odyssey
Cost:
3
Color:
White
Type:
Enchantment
Rarity:
R
Number:
19
Artist:
Ray Lago
Text:
White creatures get +1/+1. Threshold - White creatures get an additional +1/+1. (You have threshold as long as seven or more cards are in your graveyard.)
, Angelic Voices
Angelic Voices
Angelic VoicesSet: Chronicles
Cost:
4
Color:
White
Type:
Enchantment
Rarity:
R
Artist:
Julie Baroh
Text:
As long as the only creatures you control are white or artifact creatures, all creatures you control get +1/+1.
…white has tons of cards to boost its weenies to beasts. Black has Bad Moon
Bad Moon
Bad MoonSet: Revised Edition
Cost:
2
Color:
Black
Type:
Enchantment
Rarity:
R
Artist:
Jesper Myrfors
Text:
All black creatures in play gain +1/+1.
, but it really shines in its enchant creature cards. Unholy Strength
Unholy Strength
Unholy StrengthSet: Revised Edition
Cost:
1
Color:
Black
Type:
Enchant Creature
Rarity:
C
Artist:
Douglas Shuler
Text:
Target creature gains +2/+1.
and Sinister Strength
Sinister Strength
Sinister StrengthSet: Planeshift
Cost:
2
Color:
Black
Type:
Enchant Creature
Rarity:
C
Number:
54
Artist:
Terese Nielsen
Text:
Enchanted creature gets +3/+1 and is black.
can turn a crossing guard into an evil overlord. Slap one on a Black Knight
Black Knight
Black KnightSet: Revised Edition
Cost:
2
Color:
Black
Type:
Creature
Sub Type:
Knight
Rarity:
U
Artist:
Jeff A. Menges
Power:
2
Toughness:
2
Text:
Protection from white, first strike
and you have a very large, very angry first-striking problem. Unless they have some form of direct damage, he doesn’t like to go away. Red and blue have some options, such as Sunken City
Sunken City
Sunken CitySet: Fourth Edition
Cost:
2
Color:
Blue
Type:
Enchantment
Rarity:
C
Artist:
Jesper Myrfors
Text:
All blue creatures get +1/+1. During your upkeep, pay UU or destroy Sunken City.
and Orcish Oriflamme
Orcish Oriflamme
Orcish OriflammeSet: Revised Edition
Cost:
4
Color:
Red
Type:
Enchantment
Rarity:
U
Artist:
Dan Frazier
Text:
During your attack, all of your attacking creatures gain +1/+0.
, but sadly their strengths do not lay in boosting their weenies. A weenie deck with these colors really should consider a multicolor deck. While the kill card variety of weenie seems to be more effective, it’s been my experience that these creature-boosting decks tend to be faster.

So that’s how you build an effective weenie. Summed up, remember the following: mana curve, creature efficiency, and kill strategy. Here’s one of my more effective weenie decks for an example.

Flash
Flash
FlashSet: Classic Sixth Edition
Cost:
2
Color:
Blue
Type:
Instant
Rarity:
R
Number:
67
Artist:
David Ho
Text:
Put a creature card from your hand into play. You may pay its mana cost reduced by up to 2. If you don't, sacrifice it.
point”

Green: 25

4: Rogue Elephant
Rogue Elephant
Rogue ElephantSet: Weatherlight
Cost:
1
Color:
Green
Type:
Creature
Sub Type:
Elephant
Rarity:
C
Artist:
Steve White
Power:
3
Toughness:
3
Text:
When Rogue Elephant comes into play, sacrifice a forest or bury Rogue Elephant.

4: Harvest Wurm
Harvest Wurm
Harvest WurmSet: Weatherlight
Cost:
2
Color:
Green
Type:
Creature
Sub Type:
Wurm
Rarity:
C
Artist:
Stephen L. Walsh
Power:
3
Toughness:
2
Text:
When Harvest Wurm comes into play, return any basic land card from your graveyard to your hand or bury Harvest Wurm.

4: Llanowar Elves
Llanowar Elves
Llanowar ElvesSet: Revised Edition
Cost:
1
Color:
Green
Type:
Creature
Sub Type:
Elves
Rarity:
C
Artist:
Anson Maddocks
Power:
1
Toughness:
1
Text:
T: Add G to your mana pool. This ability is played as an interrupt.

4: Spectral Bears
Spectral Bears
Spectral BearsSet: Homelands
Cost:
2
Color:
Green
Type:
Creature
Sub Type:
Bears
Rarity:
U
Artist:
Pat Morrissey
Power:
3
Toughness:
3
Text:
If Spectral Bears is declared as an attacker and defending player controls no black cards, it does not untap during your next untap phase.

4: Rancor
Rancor
RancorSet: Urza's Legacy
Cost:
1
Color:
Green
Type:
Enchant Creature
Rarity:
C
Number:
110
Artist:
Kev Walker
Text:
Enchanted creature gains +2/+0 and trample.When Rancor is put into a graveyard from play, return Rancor to owner's hand.

2: Wild Mongrel
Wild Mongrel
Wild MongrelSet: Odyssey
Cost:
2
Color:
Green
Type:
Creature
Sub Type:
Hound
Rarity:
C
Number:
283
Artist:
Anthony S. Waters
Power:
2
Toughness:
2
Text:
Discard a card from your hand: Wild Mongrel gets +1/+1 and becomes the color of your choice until end of turn.

3: Darba
Darba
DarbaSet: Prophecy
Cost:
4
Color:
Green
Type:
Creature
Sub Type:
Beast
Rarity:
U
Number:
111
Artist:
Heather Hudson
Power:
5
Toughness:
4
Text:
At the beginning of your upkeep, sacrifice Darba unless you pay GG.


Red: 12

4: Reckless Charge
Reckless Charge
Reckless ChargeSet: Odyssey
Cost:
1
Color:
Red
Type:
Sorcery
Rarity:
C
Number:
215
Artist:
Scott M. Fischer
Text:
Target creature gets +3/+0 and gains haste until end of turn. Flashback 2R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

4: Lightning Bolt
Lightning Bolt
Lightning BoltSet: Revised Edition
Cost:
1
Color:
Red
Type:
Instant
Rarity:
C
Artist:
Christopher Rush
Text:
Lightning Bolt does 3 damage to one target.

2: Incinerate
Incinerate
IncinerateSet: Fifth Edition
Cost:
2
Color:
Red
Type:
Instant
Rarity:
C
Artist:
Scott M. Fischer
Text:
Incinerate deals 3 damage to target creature or player. Creatures damaged by Incinerate cannot regenerate this turn.

2: Rites of Initiation
Rites of Initiation
Rites of InitiationSet: Odyssey
Cost:
1
Color:
Red
Type:
Instant
Rarity:
C
Number:
217
Artist:
Bradley Williams
Text:
Discard any number of cards at random from your hand. Creatures you control get +1/+0 until end of turn for each card discarded this way.


Gold: 2
2: Shivan Wurm
Shivan Wurm
Shivan WurmSet: Planeshift
Cost:
5
Color:
Multicolor
Type:
Creature
Sub Type:
Wurm
Rarity:
R
Number:
124
Artist:
Scott M. Fischer
Power:
7
Toughness:
7
Text:
Trample. When Shivan Wurm comes into play, return a red or green creature you control to its owner's hand.


Land: 21
11: Forest
Forest
ForestSet: Oversize Cards
Color:
Land
Type:
Land
Rarity:
X
Artist:
Tony Roberts
Text:
T: Add G to your mana pool.

10: Mountain
Mountain
MountainSet: Arabian Nights
Color:
Land
Type:
Land
Rarity:
C
Artist:
Douglas Shuler
Text:
Tap to add R to your mana pool.


The deck is really pretty easy to play. Try and lay a turn 1 elf, followed by a turn two Rogue Elephant
Rogue Elephant
Rogue ElephantSet: Weatherlight
Cost:
1
Color:
Green
Type:
Creature
Sub Type:
Elephant
Rarity:
C
Artist:
Steve White
Power:
3
Toughness:
3
Text:
When Rogue Elephant comes into play, sacrifice a forest or bury Rogue Elephant.
and Harvest Wurm
Harvest Wurm
Harvest WurmSet: Weatherlight
Cost:
2
Color:
Green
Type:
Creature
Sub Type:
Wurm
Rarity:
C
Artist:
Stephen L. Walsh
Power:
3
Toughness:
2
Text:
When Harvest Wurm comes into play, return any basic land card from your graveyard to your hand or bury Harvest Wurm.
. Turn three usually consists of casting a Spectral Bear/Rogue Elephant
Rogue Elephant
Rogue ElephantSet: Weatherlight
Cost:
1
Color:
Green
Type:
Creature
Sub Type:
Elephant
Rarity:
C
Artist:
Steve White
Power:
3
Toughness:
3
Text:
When Rogue Elephant comes into play, sacrifice a forest or bury Rogue Elephant.
and a Reckless Charge
Reckless Charge
Reckless ChargeSet: Odyssey
Cost:
1
Color:
Red
Type:
Sorcery
Rarity:
C
Number:
215
Artist:
Scott M. Fischer
Text:
Target creature gets +3/+0 and gains haste until end of turn. Flashback 2R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)
or Rancor
Rancor
RancorSet: Urza's Legacy
Cost:
1
Color:
Green
Type:
Enchant Creature
Rarity:
C
Number:
110
Artist:
Kev Walker
Text:
Enchanted creature gains +2/+0 and trample.When Rancor is put into a graveyard from play, return Rancor to owner's hand.
, then attacking for a load. Mix direct damage to remove a blocker as needed. There are quite a few substitutions that can be made due to lacking some cards or the need for more flexibility. Hull Breach
Hull Breach
Hull BreachSet: Planeshift
Cost:
2
Color:
Multicolor
Type:
Sorcery
Rarity:
C
Number:
111
Artist:
Brian Snoddy
Text:
Choose one - Destroy target artifact; or destroy target enchantment; or destroy target artifact and target enchantment.
can be considered, though ideally you’re trying to kill off your opponent before they can even lay down some artifact or enchantment trouble, probably take out the Shiv
Shiv
ShivSet: Planechase
Cost:
0
Color:
Colorless
Type:
Plane
Sub Type:
Dominaria
Rarity:
C
Number:
34
Artist:
rk post
Text:
All creatures have "{R}: This creature gets +1/+0 until end of turn." Whenever you roll {C}, put a 5/5 red Dragon creature token with flying onto the battlefield.
ans for them (since you probably don’t have them anyway…I just happened to have some around). Darba
Darba
DarbaSet: Prophecy
Cost:
4
Color:
Green
Type:
Creature
Sub Type:
Beast
Rarity:
U
Number:
111
Artist:
Heather Hudson
Power:
5
Toughness:
4
Text:
At the beginning of your upkeep, sacrifice Darba unless you pay GG.
can be any number of 4cc green fattie…there’s plenty out there. Spectral Bears
Spectral Bears
Spectral BearsSet: Homelands
Cost:
2
Color:
Green
Type:
Creature
Sub Type:
Bears
Rarity:
U
Artist:
Pat Morrissey
Power:
3
Toughness:
3
Text:
If Spectral Bears is declared as an attacker and defending player controls no black cards, it does not untap during your next untap phase.
can be subbed out for more Mongrels or other 2cc creature. Put what you want in…I’m just offering this deck list as a guide.

Hopefully this will give you a good start.


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