Journey into Nyx has five bicolored intro packs.[1]
Mortals of Myth[ | ]
Mortals of Myth is a green/white intro pack centering around the Heroic mechanic
“ | Assemble a mighty army of heroic Soldiers and Warriors, and power them up with spells that unlock their potential. Your opponent will be put to the test in combat by creatures that could become gigantic at a moment's notice.
The "Mortals of Myth" deck focuses on getting lots of creatures with the heroic ability on the battlefield and triggering that ability with spells with the strive mechanic, which allows you to pay extra mana to increase the number of targets the spell has. For example, you can use Ajani's Presence to give a single creature +1/+1 and indestructible, or you can wait until the late game and funnel all your mana into Ajani's Presence to give that bonus to multiple creatures. Skyspear Cavalry doesn't have a heroic ability, but flying and double strike make it well-suited to take advantage of this deck's power-pumping spells. If your opponent is putting up too much of a defense against your onslaught, you have tools at your disposal to help you push damage through. Oppressive Rays, for instance, makes it more difficult for an opposing creature to attack or block. Akroan Mastiff can lock down your opponent's best creature each turn, while Banishing Light removes a problematic permanent from the battlefield altogether. There are many other paths you can explore to power up your heroic army. Launch the Fleet is a strive spell that lets you double your number of troops at a low cost, and it's an especially efficient way to trigger heroic. If you want to really push the aggression, Fabled Hero from the Theros™ set combines the best of two worlds with heroic and double strike. |
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Creatures (19)
Artifacts (1)
Instants (8)
The rares in this deck are Dawnbringer Charioteers (holographic foil) and Spear of Heliod.
Fates Foreseen[ | ]
Fates Foreseen is a blue/red intro pack centering around the Scry mechanic.
“ | Scry is a useful ability that gives you control over your future draw steps. The "Fates Foreseen" deck is based around casting spells that give you additional benefits for scrying and setting up ways to scry repeatedly. Link together a chain of these spells and thwart your opponent's best laid plans.
Knowledge and Power is a key card in this deck. Combine this enchantment with cards like Stormcaller of Keranos, and you can take any opponent down from even a high life total. Scrying helps you dig for Knowledge and Power as well as other cards with scry, so it won't be too hard to find the enchantment and keep it firing. Your ability to control which cards you draw means you're favored to win longer games, so you should be willing to trade your creatures for your opponent's in combat to preserve your life total. A key to winning with this deck, however, is knowing when to switch gears and go on the offensive. Cloaked Siren and Bladetusk Boar are 3-power creatures that are hard to block, and if you get either of them onto the battlefield, you can usually start trying to take your opponent down. Font of Ire, an enchantment that deals 5 damage to a player, lets you finish games suddenly against an unwitting foe. If you want to experiment with other scry cards, one option is Thassa, God of the Sea from the Theros set. Thassa allows you to scry every turn for no mana, as well as making your creatures unblockable. If larger creatures are a problem, the Born of the Gods™ burn spell Fated Conflagration can be a great addition. |
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Creatures (18)
Sorceries (8)
The rares in this deck are Scourge of Fleets (holographic foil) and Prognostic Sphinx.
Pantheon's Power[ | ]
Pantheon's Power is a white/black intro pack centering around the Constellation mechanic.
“ | The "Pantheon's Power" deck is based around the constellation mechanic, an ability on enchantments that gives you a benefit every time an enchantment enters the battlefield under your control. Build up an array of constellation cards and watch their power amplify.
The more enchantments with constellation you control, the better each new enchantment becomes. If you control an Underworld Coinsmith when Grim Guardian enters the battlefield, your opponent will lose 1 life and you'll gain 1 life. While you control those, every enchantment you add to the battlefield will drain your opponent for 1 life in addition to its other effects. Add a Thoughtrender Lamia, and now your opponent must discard a card along with everything else. Because of the powerful synergy inherent in your enchantments, you'll want to stall the game out to amass more and more constellation creatures with which to overwhelm your opponent. Oppressive Rays, Cast into Darkness, and Banishing Light are all great ways to slow down your opponent's assault as well as trigger your constellation abilities. Nyx Infusion and Armament of Nyx can be used offensively or defensively, depending on which better serves your nefarious plans. Font of Return can be devastating against an opponent who kills lots of your creatures. Other black and white enchantments would be right at home in this deck. You might want to try out Athreos, God of Passage. You gain plenty of devotion from all of your enchantments on the battlefield, and Athreos lets you get back your enchantment creatures that die over the course of the game and recast them to trigger constellation over and over. |
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Creatures (24)
Enchantments (10)
The rares in this deck are Doomwake Giant (holographic foil) and Fate Unraveler.
Voracious Rage[ | ]
Voracious Rage is a black/red intro pack centered around Minotaur tribal effects.
“ | The "Voracious Rage" deck boasts a horde of powerful and aggressive Minotaurs. Many of these creatures bolster your other Minotaurs and make them truly ferocious in combat. Build up a formidable force, and then smash your opponents down.
Your Minotaurs boost each other in a variety of ways. Ragemonger decreases the cost of all your other Minotaurs, allowing you to swarm your opponents before they can set up their defenses. Kragma Warcaller and Rageblood Shaman make your Minotaurs bigger as well as granting haste and trample, respectively. Felhide Petrifier gives your Minotaurs deathtouch, which allows them to take down an opponent's larger creatures and also works wonders with trample. This deck wants to end the game quickly, but sometimes you will want to hold your forces back for a few turns until they reach a critical mass. You have a number of spells at your disposal that can remove opposing creatures while your Minotaurs do battle. These spells, such as Magma Spray and Starfall, should primarily be used on creatures you can't block, as your Minotaur army will likely be able to handle anything on the ground. Mogis, God of Slaughter from the Born of the Gods set would be a great addition to this deck. Mogis forces your opponent to sacrifice precious blockers or take damage each turn, and it's a brutal attacker if your devotion to black and red is high enough. Boros Reckoner from the Gatecrash™ set is a powerful Minotaur that plays both offense and defense well. With both first strike and an ability to deal damage in retribution, it's great for smashing into your opponent as well as discouraging attackers while you assemble a team of Minotaurs. |
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Creatures (22)
The rares in this deck are Spawn of Thraxes (holographic foil) and Rageblood Shaman.
The Wilds and the Deep[ | ]
The blue/green The Wilds and the Deep features the monstrosity ability.
“ | "The Wilds and the Deep" features the monstrosity ability, which allows you to pay a lump sum of mana to permanently increase a creature's power and toughness. Just when your opponent thinks everything is under control, your monstrosity creatures can grow to unfathomable size. Power out your large monsters early, and make them unstoppable late.
Golden Hind, Kiora's Follower, and Font of Fertility can come out in the first few turns and help you cast your large creatures more quickly. Creatures like Swarmborn Giant and Sealock Monster will likely be bigger than anything your opponent can muster when they hit the battlefield, and their monstrosity ability allows them to keep pace as the game goes on. Archetype of Imagination lets you get past ground stalls by taking flying away from all of your opponent's creatures and granting it to yours. Your other spells work particularly well with your larger creatures. Time to Feed lets you remove creatures with flying or other types of evasion that might otherwise be a problem for your grounded monsters. You can use Savage Surge to surprise your opponent with a huge blocker. And Hubris can make your opponent regret trying to block your large attacker with two smaller creatures. Kiora, the Crashing Wave, a planeswalker from the Born of the Gods set, makes a great addition to this deck. She lets you neutralize your opponents' threats as well as draw extra cards and play extra lands, all building toward your inevitable mass of big creatures. If you're looking for more ways to cast big creatures ahead of schedule, Sylvan Caryatid, a Theros mana-producing creature, can help you out. |
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Creatures (24)
Sorceries (2)
The rares in this deck are Arbor Colossus (holographic foil) and Heroes' Bane.
References[ | ]
- ↑ Trick Jarrett (Arpil 25, 2014). ""Journey Into Nyx" Intro Pack Decklists". magicthegathering.com. Wizards of the Coast.