MP: Bullcrap V2.0

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Mikeymike

Guest
This deck is a revised version of a different (and similarly crappy) Old deck of mine. I've decided to dabble in a bit of necromancy because Guildpact has given me the lovely Souls of the Faultless.

Creatures - 14
4 Sleeper Agent
4 Wall of Souls
4 Souls of the Faultlless
3 Nettling Imp

Other Combo & general sneakiness - 14
3 Bullwhip
3 Entangler
2 Angel's Trumpet
2 Corpse Dance
2 Gaze of the Gorgon (for entangle)
2 Phyrexian Splicer (for entangle/steal flying, generally great MP card)

Standard Fare - 10
4 Vindicate
4 Mind's Eye (hey, I need card draw)
1 Enlightened Tutor (any non-broken enlighteneds you can think of?)
1 Demonic Tutor

Lands - 22 (low CC's throughout the deck)
1 Sol Ring
1 Strip Mine
1 Waste Land
2 Volrath's Stronghold
4 Scrubland
7 Swamp
4 Plains
(Tainted Field?)

Notes:
- I'll definitely try a bunch of other Guildpact B/W cards when I get them, specifically Angel of Despair, Ghost Council, and Mortify and maybe Debtor's Knell (ok, doesn't belong in here, but wow).
- Keep in mind my MP group typically plays 2-headed giant, so my teammate will likely pick up a lot of the slack. Well, that's the hope anyway, because I'll need it.
- Card counts are weird to begin with as I try out different cards.

Ideas:
- I can play other cards which punish creatures which attacked: Retaliate, Turn the Tables, and others which I hope you guys remember better than me. Our group rules play that you have to choose which head to attack, do No Mercy wouldn't work (thinking about changing the rule though).
- Splash Green for Yavimaya Hollow
- Splash Red for similarly themed Backlash/Delerium and Mogg Maniac. Chaoshere woulld work too.
- Anything that boosts toughness and gives flying?
- Kaldra pieces?
- Golden Wish?



This deck is all about annoying tricks, so the more the merrier.
 
L

Limited

Guest
Mikeymike said:
4 Sleeper Agent
4 Wall of Souls
4 Souls of the Faultlless
3 Nettling Imp
14 is not a whole lot of creatures, and your giving four of them to an opponent. If you want to stay within the theme, I would try either Wall of Glare (0/5, can block as many creatures as you want) or Wall of Resistance (0/3, flying, Aeot, if it was dealt damage, put a +0/+1 counter on it) which combo's nicely with Bull Whip.

Mikeymike said:
3 Bullwhip
3 Entangler
2 Angel's Trumpet
2 Corpse Dance
2 Gaze of the Gorgon (for entangle)
2 Phyrexian Splicer (for entangle/steal flying, generally great MP card)
Entangler? I assume you play this on a wall and then it can block additional creatures .. but seeing on of those is your 3/3, any additional creature will kill the wall and you lose your entangler. If you want this kind of trick, perhaps a Yare is more fun (element of surprise, the "what the hell does that do?"-reaction).
And using Corpse Dance without some way to sacrifice the creature seems like a bit of waste..

(Props for using Bull Whip and Phryxian Splicer. Both great MP cards!)

Mikeymike said:
4 Vindicate
4 Mind's Eye (hey, I need card draw)
1 Enlightened Tutor (any non-broken enlighteneds you can think of?)
1 Demonic Tutor
Ew! 4x Mind's Eye. The card is a bit shunned in my playgroup, because it's just broken in multiplayer. But that your choice.

Mikeymike said:
I can play other cards which punish creatures which attacked: Retaliate, Turn the Tables, and others which I hope you guys remember better than me. Our group rules play that you have to choose which head to attack, do No Mercy wouldn't work (thinking about changing the rule though).
It kinda is the official Two-Headed giant rule, but you are allowed to block with every creature (not just with the creatures that head played).
As for punishing people for attacking you.. perhaps you could play stuff like Heavy Balista (which will also help your teammate to get damage through by threatening to shoot down blockers) or Righteous Cause?

Mikeymike said:
Anything that boosts toughness and gives flying?
Ensouled Scimitar? Boosts toughness and can become a big flying creature when you really need one.. doesn't give your walls flying though..
 

Oversoul

The Tentacled One
Limited said:
It kinda is the official Two-Headed giant rule, but you are allowed to block with every creature (not just with the creatures that head played).
Well, two-headed giant was around long before it was official and it had completely different rules than the official version existing now. So it's not surprising if it takes a while for all the playgroups to convert to the new version. I was sort of disappointed at the time, since I used to play two-headed giant (usually in large multiplayer games with at least six different giants) a lot and I didn't like the new rules for two-headed giant. It has ended up not mattering at all, since by now almost everyone I used to play against has quit and the last time I touched my cards was for one of the games in the games run forum on this site.

Wow, that new Wall of Souls thingy is perfect for your deck, Mikeymike.
 
M

Mikeymike

Guest
Thanks for the thought out response Limited.

You're right about the creatures, the count is too low. Considering I have to take out Angel's Trumpet (affects walls too) I think I'll try Wall of Glare. I like Wall of Resistance too though.

Entangler's too need to come out, b/c the creature simple dies too easily.

Re: Corpse Dance, so far it's worth it. Opponent spends time killing the annoying walls to clear a way for their big 6/6, then I Dance a wall, which dies in combat. Sure they can attack with smaller creatures still, but the small ones I'm not too worried about. But I do that once to their big boy and it changes their whole strategy.

However, your (semi) suggestion does make the deck better - 2 High Market's in. (yay, more crap!). Could be Spawning Pit, Attrition, Animal Boneyard or Helm of Possession, but I'm running out of space.

Mind's Eye is a bit of a problem in MP, but it's also fairly healthy in our group. We all play it, we all know how strong it is, and the two members without a big card stock can compete with the Ancestral Recall's and such that the others play. Considering that this deck is quite bad, it needs the Eye to reach a level of respectability. Otherwise it will fall flat with its' low creature count and boutiqe combos.

Oversoul is dead on about the 2HG rules. We played this way for a very long time (6+ years now?), and frankly I'm not crazy about the "official" rules (specifically with the life handling). We play that creatures can block for any other creature.

The No Mercy/CoP/Propaganda stuff we always played like that for two reasons:
1) When creatures like Hypnotic Specter attack, they have to choose which head they are attacking. Since they can only hit 1 head, logic says that these cards can only protect one head.
2) We've felt that it makes certain enchantments and such much more powerful than they should be.

However, I'm growing tired of this rule. It relegates too many good cards useless in 2HG. I could live with that if I played more Chaos, but I don't, so well...
 

Spiderman

Administrator
Staff member
It's only "official" in sanctioned tournaments. At home, you can whatever you'd like (unless you're prepping for a tournament...)
 
T

TheVert

Guest
You could go Conclave's Blessing on Soul of the Faultless, then you can use Shining Shoal and matyrdom to redirect combat damage to him.
 
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