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Twilight's Call


Twilight's Call (Rare from Invasion)
4BB
Sorcery
You may play Twilight's Call anytime you could play an insant if you pay 2 more to play it. Each player returns all creature cards from his or her graveyard to play.

Twilight's Call, in my opinion, will be a really hot card in the new Odyssey influenced Type 2. It was starting to be a minor force in the last day of IBC, but never had the chance to shine. Now with so many cards that put cards into your graveyard, It's just waiting to be abused. One nice advantage to Twilight's Call is the fact that it can be used as an instant. In a slow game versus blue control, wait until they tap out at the end of your turn so that they can cast fact or fiction, then Twilight's Call

Let's look at some of the possibilities, First of all, in straight black. Buried Alive was reprinted. This in itself is a nasty combo. Put 3 of the nastiest creatures in your deck into the graveyard, Twilight's Call them out, win the game.

Another black card that combos nicely with it is Haunting Echoes. Getting rid of their graveyard is nice enough, let alone when you are going to be returning yours to play.

One black card that fits well with it is Zombie Infestation. Discard 2 creatures, get a token, then bring those creatures back out later with Twilight's Call. Add to this, the fact that I've seen some really nice Nefarious Lich decks that use confessor and Zombie Infestation to put almost their entire deck into their graveyard, and you have something very interesting with a Twilight's Call thrown in.

Blue has a few nice cards that help interact with it, one of them being Traumatize, with you being the target. Dump half of your deck into your graveyard, then call. Not much your opponent can say when they're staring at 10-15 creatures.

Here's some more blue spells that help it along. Fact or Fiction. This card was great before Odyssey, now it's close to being broken. And it helps the call along by going 5 cards deep into your library and letting you choose which cards to discard, keeping 2-3 cards for your hand. Cephalid Looter or Broker. These cards not only give you the advantage of being able to go deeper into your deck, they dump cards into your graveyard. Thunderscape Familiar. Cheap little flyer for some early beats and lets you play the Call cheaper. Rites of Refusal. Not only a cheap counter that's easily splashable, it dumps more creatures into your graveyard. Thought creatures. Nice, cheap flyers. The drawback of lowering your handsize turns into a bonus with the call.

Last of all, I'll take a quick look at green. Picture this. a green/black stompy deck is nice enough on its own. Throw in the usual Wild Mongrels, Spiritmongers, Ebony Treefolk, etc. It usually runs pretty smooth until you run into that control deck with Wrath of Gods in it. That's when you put a Call or two into it. Spiritmongers come back, creatures you discarded to the Wild Mongrel come back. When your deck full of creatures, now gives them all your creatures more than one life, WoGs and Vindicates don't look all that great.

So go out and get some Twilight's Calls...while you still can find them.


-Submitted by Caine Fate on 10/10/01-