Site hosted by Angelfire.com: Build your free website today!

Home

Beebleboy's Variants

Base Sets

bullet

Starter

bullet

Portal 3

bullet

7th

Box Sets

bullet

Anthologies

bullet

Battle Royale

bullet

Beatdown

bullet

Deckmaster 2001

Inaugural 

bullet

1996

World Championship

bullet

1997

bullet

1998

bullet

1999

bullet

2000

bullet

2001

bullet

2002

Expansion Sets

bullet

Tempest

bullet

Stronghold

bullet

Exodus

bullet

Saga

bullet

Legacy

bullet

Destiny

bullet

Mercadian

bullet

Nemesis

bullet

Prophecy

bullet

Invasion

bullet

Planeshift

bullet

Apocalypse

bullet

Odyssey

bullet

Torment

bullet

Judgment

bullet

Onslaught

bullet

Legions

bullet

Scourge

Armada

# Name Rarity Casting Cost
 

Creatures (16)

   
2 Eager Cadet Common White Mana
1 Angelic Page Common 1 ManaWhite Mana
1 Crossbow Infantry Common 1 ManaWhite Mana
2 Knight Errant Common 1 ManaWhite Mana
2 Samite Healer Common 1 ManaWhite Mana
2 Longbow Archer Uncommon White ManaWhite Mana
2 Standby Troops Common 2 ManaWhite Mana
1 Heavy Ballista Uncommon 3 ManaWhite Mana
1 Razorfoot Griffin Common 3 ManaWhite Mana
1 Serra Advocate Uncommon 3 ManaWhite Mana
1 Master Healer Rare 4 ManaWhite Mana
  Other (9)    
2 Healing Salve Common White Mana
1 Spirit Link Uncommon White Mana
1 Disenchant Common 1 ManaWhite Mana
2 Pacifism Common 1 ManaWhite Mana
1 Glorious Anthem Rare 1 ManaWhite ManaWhite Mana
2 Serra's Embrace Uncommon 2 ManaWhite ManaWhite Mana
 

Lands (15)

   
15 Plains Common -
40

Total

Notes about the deck from www.wizards.com

The Armada deck lets you build your own army of Soldiers and Angels. To win with this deck, play your small creatures as quickly as you can to deal some early damage. If your opponent manages to hold off your attackers, establish a strong defense. Then you can start cautiously attacking again to get in those final points of damage.

Over half of your creatures cost one or two mana to play, so you can get them on the table quickly. Don't be afraid to attack with swarms of your small creatures if you can get through for some damage, even if you have to lose a creature. Glorious Anthem, an enchantment that gives all your creatures +1/+1, is a great card in this deck. Suddenly your small creatures won't be so small anymore!

Most of your creatures aren't very big, but Healers and Healing Salves can often keep them around. You'll usually want to save your Healing Salves and Healers to protect your creatures. If your opponent isn't doing damage to your creatures, use the Healer's abilities to prevent damage to you. Try not to use the Healing Salves just to gain life unless you're about to lose.

What can you do about your opponent's creatures? Crossbow Infantry and Heavy Ballista can take care of the smaller ones. If you just keep an Infantry or Ballista untapped, your opponent won't want to attack or block with small creatures. You can use Pacifism or Spirit Link to protect yourself from huge creatures. Remember that if you play Spirit Link on an opponent's creature, you gain life every time it deals damage!

Once you have your defenses in place, it's time to start attacking carefully. If you draw Serra's Embrace, your opponent will really be in trouble. It can turn even the smallest creature into a big flier. Since the enchanted creature won't tap to attack, you can send it in as an attacker and still use it as a giant blocker!