Magic: The Gathering - Duels of the Planeswalkers 2013

Magic: The Gathering - Duels of the Planeswalkers 2013

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Death by Kitty - A DotP 2013 Deck Guide
By Snackster
Here is my 3rd deck guide for Duels of the Planeswalkers 2013. Celestial Light has a ton of lifegain and here's how I have chosen to put it together. Feel free to drop a comment below if there is something I havent mentioned in the guide you feel is important or if you have unanswered questions regarding this build.

Feel free to check out my previous guides if you haven't already. Just click the links below and it'll take you to the other deck guides. Enjoy! :)

Aeonikus.

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Celestial Light - Introduction and decklist


The main theme in Celestial Light is lifegain. There is a whole arsenal of spells that will boost your life total if played. Here are the ones I have chosen for my deckbuild. I'll explain a bit more about the cards and why I prefer these cards plus give you some advice on gameplan and strategy with this build.

Decklist:

Artifacts:
1 Elixir of Immortality
2 Pearl Medallion
1 Well of Lost Dreams

Creatures:
2 Serra Ascendant
4 Soul Warden
3 Ajani's Pridemate
1 Knight of Meadograin
2 Kemba's Skyguard
2 Kor Cartographer
1 Baneslayer Angel
1 Purity
1 Celestial Force

Instants:
2 Swords to Plowshares
2 White Sun's Zenith
4 Chastise
1 Swell of Courage

Enchantments:
2 Recumbent Bliss

Sorceries:
1 Solemn Offering
2 Day of Judgment

Lands:
24 Plains
Deck Tech pt. 1 - Creatures


2 Serra Ascendant



The card they had to adjust to make it more fair in 2HG. As soon as you have 10+ life this is a bomb in your deck. 1 mana for a 6/6 flyer with lifelink, hmm.. ok I'll take that. So this is not your obvious 1 drop creature for the 1st turn. If you play your Ascendant turn 1 don't expect it to become a 6/6 flyer.

4 Soul Warden



Playing the Soul Warden turn 1 is the way you want to start any game. As soon as your opponent starts putting down his creatures he'll be feeding you life at the same time and with 4 in the deck your warden is easily replaced by another.

3 Ajani's Pridemate



Here's the obvious combo guy for the deck. Combo's very well with Soul Warden and most other cards in Celestial Light.

1 Knight of Meadowgrain



First strike + lifelink is my reason for including this early drop in my build. 2/2 on turn 2 is pretty good and can help you pump up your life total.

2 Kemba's Skyguard



Just a basic creature for the deck, but still pretty good. Will gain you some life as it enters and will help you get to the late game stage.

2 Kor Cartographer



The only ramp card for this deck. It is a bit expensive but worth the stretch. 4 mana ramp spell + a 2/2 creature combined.

1 Baneslayer Angel



Solid flyer and overall good card for the deck. On the high end of the curve which is why I only use 1. First strike + lifelink can easily be combined with 2 other cards for a great effect. I'll get to this later.

1 Purity



6/6 flyer. Not many flyers in this game are that big and since Purity comes with extra benefits he is well worth inculding in this deck. Unless your opponent exiles Purity he will be shuffled back into your library if he dies, which isn't all that bad.


1 Celestial Force



The most costly creature in the deck. He's a 7/7 which is decent, but his lifegain is awesome. 3 life at each upkeep not just your own. He will buy you time to draw that card you're waiting for to end the game.
Deck Tech pt. 2 - Instants and sorceries


The instant/sorcery spells you have at your disposal can make or break a game and can offer some big surprises for your opponent. Instant speed tokens, instant exile and boardwipe are among the solid options for this deck.
Let's take a look at the instants.

2 Swords to Plowshares



With this card you can remove pretty much anything from the game making sure it has no way of coming back again. Just beware that you will be feeding your opponent life equal to the creatures power.

2 White Sun's Zenith



They could have called this card Death by Kitty. Instant speed cat tokens. Use this to ambush your opponent on his combat step or spawn a horde of cats late game in his end step leaving little room for a come back. This way you can at the very least dodge his boardwipe if he has it ready and swing for full damage on your turn. White Sun's Zenith gets shuffled back into your library if you cast it succesfully.

4 Chastise



Removal that will gain you life. Combo's very well with Well of Lost Dreams and Ajani's Pridemate. Just remember to keep enough mana open for it since it costs 4.

1 Swell of Courage



Cast Swell of Courage to boost your cat tokens making them 4/4's while you're on the attack or use the Reinforce option to permanently add x +1/+1 counters on 1 of your creatures. If you use Reinforce(which is instant speed aswell) your opponent will not be able to counter since you don't cast Swell as a spell but discard it instead to trigger en effect. Reinforce works wonders together with Serra Ascendant and Baneslayer Angel.

And now the sorceries:

1 Solemn Offering



This is to get rid of painful artifacts such as Panoptic Mirror and Whispersilk Cloak. Sometimes you can ofcourse also use it on an enchantment instead. As a bonus you gain life with this spell.

2 Day of Judgment



Your number 1 removal in the deck. A reset button for the game. Will clear anything on the board unless it's indestructible.
Deck Tech pt. 3 - Enchantments and Artifacts


2 Recumbent Bliss



This card works just like Pacifism except you gain life for as long as it remains on the battlefield. Works very well with Well of Lost Dreams allowing you to draw an extra card for 1 mana on your upkeep.

1 Elixir of Immortality



Elixir of Immortality is the obvious card to counter the blue mill deck but that's not the only reason for using it. Elixir can stabilize your deck late game by shuffling all your instants and sorceries right back into your deck. This will also increase your chance of drawing a spell next turn and not another land.

2 Pearl Medallion



Pearl Medallion speeds things up a little and makes nearly all spells cheaper to cast. Once you have tried a few games with this build it should be pretty obvious why this card is good for this build.

1 Well of Lost Dreams



Protect this artifact if you can. Well of Lost Dreams is your late game source for drawing extra cards and will allow you to fill up your hand. With a Soul Warden down and/or Recumbent Bliss on the battlefield this artifact will give you the upper hand late in the game.
Strategy.


This build is mainly for FFA 1 on 1 games. With a little editing you can easily use this for other multiplayer games.
Now a bit about the strategy. With all the lifegain you have in this deck you will make games last longer making it easier for you to make it to the late game stage. My focus is playing it safe until turn 6 or so. When you get to the late game stage you will be able to fill the board with cat tokens using White Sun's Zenith or pumping up Baneslayer Angel with Swell of courage gaining you a ton of life at the same time dropping your opponent way down on his life total.
The fact that you can cycle instants and sorceries already used shuffling them right back into your library with Elixir of Immortality also supports your late game options. The conclusion is; stay alive for as long as you can and later on start hitting back swinging for lots and lots of damage.
Good luck with it and have fun!

Aeonikus.

1 Comments
MAH BOI 23 Sep, 2020 @ 10:40am 
Best guide EU