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Magic: The Gathering: Shadowmoor Theme Deck Reviews

Reviewed by on May 21, 2008
Rating: 3 Star Rating

We test the new Shadowmoor Theme Decks to find the strongest. Read our card game reviews here!

Magic: Shadowmoor: Army of Entropy Deck Review

We review the Magic: The Gathering card game expansion, Shadowmoor, from Wizards of the Coast!

Black and Red tag-team to cause a lot of damage with this savage deck. Armed with lots of Wither, -1/-1 counters, a splash of Persist and enough firepower to make President Bush jealous, this deck is a blast. It's not very good at drawing extra cards, but has a few ways to bring cards back from the graveyard instead. If you want to cackle like a supervillain as you blow stuff up, this is the deck for you.

Thumbs Up:
  • BOOM. BOOM. And, more BOOM.
  • Cinderbones = best blocker evar!
  • Solid monsters.
Thumbs Down:
  • Can't draw extra cards.
  • Can't stop Enchantment cards.

Rating: 4

Magic: Shadowmoor: Aura Mastery Deck Review

We review the Magic: The Gathering card game expansion, Shadowmoor, from Wizards of the Coast!

With a mix of Blue and White, this deck is loaded with strategy, aura enchantments to mess up your opponent and sneaky tricks you can pull. With very few big creatures, but with lots of ways to mess up big monsters, this deck is like defeating your opponent by dumping marbles at their feet and laughing as they fall down and bonk their head.

Thumbs Up:

  • Lots of surprising creatures.
  • Auras let you mess up your opponent's big monsters.
  • Strong defenders.

Thumbs Down:

  • Not much attack power.
  • Can't draw extra cards.

Rating: 3

Magic: Shadowmoor: Mortal Coil Deck Review

We review the Magic: The Gathering card game expansion, Shadowmoor, from Wizards of the Coast!

When Black and Blue get together, things go a little crazy. This deck is loaded with Persist cards that come back from the dead with a -1/-1 counter, once, and lots of ways to move counters around so you can keep your creatures coming back over and over! Plus, you get to draw lots of cards and weaken your opponent's monsters at the same time. It's a bit tricky to get started, but once you're on a roll it's crazy time!

Thumbs Up:

  • Bring your creatures back, again and again.
  • Move -1/-1 counters all over the place.
  • Lots of ways to draw cards!

Thumbs Down:

  • Not many big creatures.
  • Tricky to get started.

Rating: 4

Magic: Shadowmoor: Overkill Deck Review

We review the Magic: The Gathering card game expansion, Shadowmoor, from Wizards of the Coast!

Green plus Red spells GR! As in, grr, argh, smash! If the Incredible Hulk played Magic, this would be his deck. It has some basic monsters and tricks to help you draw cards and get more mana. Then it explodes with powerful spells that drop entire mountains on your opponents, send dozens of wolves to chase them or unleashes the massive 25/25 Mossbridge Troll!

Thumbs Up:

  • Can draw extra cards.
  • Gets lots of mana.
  • Mossbridge Troll + Runes of the Deus = game over.

Thumbs Down:

  • Takes a while to power-up.

Rating: 5

Magic: Shadowmoor: Turnabout Deck Review

We review the Magic: The Gathering card game expansion, Shadowmoor, from Wizards of the Coast!

This Green and White deck takes the untap powers in this set, combines them with Conspire cards and mixes in an awful lot of elves. It tries to use the new powers, but is mostly about playing dozens of elf warriors, powering them up and swarming your opponent. It's a decent strategy, but if your opponent knows what to destroy it's easy for this deck to stall and get stomped flat.

Thumbs Up:

  • Elves. Lots and lots of elves.
  • More elves.
  • Fireballs and, no, wait, more elves.

Thumbs Down:

  • Relies on a few cards to kick butt.
  • Can't draw extra cards.

Rating: 3

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