Creatures=16
Barometz x4
Coati x3
Gooba Queen x3
Green Mold x1
Mudman x1
Mummy x2
Pan x2
Spells= 34
Aports x4
Dispel Magic x1
Drain Magic x3
Find x3
Haste x2
Holy Word 0 x4
Holy Word 1 x2
Holy Word 2 x2
Holy Word 3 x1
Holy Word 6 x1
Holy Word X x3
Mesmerize x2
Permission x3
Shatter x3
Home Map: Temple of the Medium 2
OK to start, this deck is only made for the Temple of the Medium 2 map and no other map. This deck is all about keeping your opponent(s) running-around in circles the center island while you run laps around them and buy symbols you can easily get 200 symbols with this deck. I would advise using Green symbols since you need 2 green lands to summon Gooba Queen. The first and most primary objective is to use Aports to send your foes onto the island. Do this by deliberately landing on the portal that sends you to the Island by whatever means necessary ONLY IF YOU HAVE APORTS IN YOUR HAND, otherwise use Find to search for it and lap until you get Apports. On the turn after you teleport to the island use Aports. This will send your opponents to your square and since Aports makes you forfeit a die roll you will teleport out of there, leaving your opponents to try and escape. This is when the Holy Words and Haste come into play use these to keep your opponents at bay if any of them escape use Holy Word Zero on them. incase that your opponents are paking barrier or movement spells of their own Cleanse and Shatter are there for those exact reasons, as well as mesmerize but it can be used if the opponents has other spells that you sould like to use right away. Use Permission to help Barometz make you rich fast. Barometz and Gooba Queen are your primary creatures because of their TA (and I think there usefulness in this deck is self-explanatory), so discard them only if you have to. The other creatures in the book are mostly there to occupy lands except for Coati because he's your primary invader with Pan as a close secondary invader (but both invaders are seldom needed when this deck gets rolling). Spells are more important here than creatures so you should average 1 creature card and 5 spell cards in hand. This deck does not need items because your opponents should not be able to frequently invade your creatures and take territories in the first place.
Overall this deck primarily is a one-on-one match deck but can hold it's own pretty well in a three-way FFA, and is the only type of deck that consistently makes an opponent have a respectively flat line graph at the end of every match. This deck does have trouble with creatures with money gaining TA (Golden Totem and Barometz) especially Witch because she can easily drain you 100g since you will be carrying a lot of spells but when your Barometz starts giving you 120g then that mean old Witch's attacks are no better then a Deathquito bite (minus the bonus attack). A second weakness is Ebony Idol and this creature will slowdown this deck considerably; as long as you keep your opponent on the Island, lap quickly, and utilize your symbols then you will still sneak away with a victory before ever having your opponent making even 1 lap. The biggest weakness for this deck is its inability to work well on any other map than the TotM 2.