MP Citadel Sligh

G

Gerode

Guest
2 Arc Lightning
1 Braidwood Cup
3 Chimeric Idol
4 Citadel of Pain
3 Flame Rift
3 Ghitu Encampment
4 Ghitu War Cry
1 Keldon Vandals
3 Scoria Cat
4 Seal of Fire
2 Shock
4 Spur Grappler
2 Veteran Brawlers
4 Well of Life
20 Mountain

The point of this deck is to tap out every turn. Many of the cards grow when this happens, War Cry and Chimmy help you tap out, and tapping out causes you to be immune to the keystone of this deck: Citadel of Pain. This deck has been very effective in multiplayer games so far. Whereas most burn decks burn out after several turns, this deck has a permanent source of direct damage that becomes more powerful as the game progresses.

Any ideas of other cards that would work with this theme?
 
S

Sammy Dead-O

Guest
...you're already playing a multiplayer deck that makes no friends. Why not go the extra mile and play Cursed Scroll? Also, running a little bit of green (Shivan Oasis, maybe) might be helpful so you could have a slot or two of enchantment removal. The person playing Story Circle or COP:Red won't take your Citadel very seriously, after all.
 
G

Gerode

Guest
Flame Rift beat out Sizzle, because I have a lot of 3cc spells in there, and because it deals a little more damage.

Braidwood Cup? I just thought that I would need a little lifegain for this deck when I was building it (As Sammy said, this deck doesn't make many friends). I guess I must have ignored that it was still in here when I was typing up the decklist, so I'll replace it with something else.

Green does look like a tempting idea, especially with Hull Breach. I haven't opposed any CoP's yet, but I do not imagine such a game to be fun for me.
 
I

Istanbul

Guest
Also consider Seismic Assault...it's a way to get rid of all those extra lands you draw, an extra source of damage, and prevents you from having choosing between having a full hand or land you might not be able to tap.
 
K

krichaiushii

Guest
... you might splash a tad of white instead of green to benefit from that most evil of multiplayer cards, Congregate. White provides Disenchant, as well...

Unless you have access to Plateau, Scabland, and/or City of Brass, getting a good source of white mana could be difficult.

Likewise, black might be splashed for the mana-sucker Plague Wind, the antilife card Forsaken Wastes, and that wonderful defensive card, Wall of Souls.

Just some thoughts...
 
K

krichaiushii

Guest
Rolling Thunder will use up all your mana, and inflict damage on multiple opponents, too boot!
 
G

Gerode

Guest
I've found that using up my mana is very easy with this deck; after many games, I am yet to hurt myself with the Citadel. I use the Citadel as a late-game card, when it doesn't matter anymore if I anger anyone and people have empty hands with a lot of land.

Adding White or Green is sounding like an increasingly good idea. I haven't played this deck in a while, but I'll bring it to my group tomorrow and see if it could really use the extra help.
 
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