Multi-player

  • Thread starter Captain Caveman
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Captain Caveman

Guest
I'm not sure where to put this.


I decieded to rethink my multi-player stragety so I looking for
everyone's help. I'd like to start a list for the top multi-player
"creature" cards.

What do you think are the best dudes?

I'll start with these. (?)

Genesis
Serra Angel
Spiritmonger
 
B

BigBlue

Guest
Soul Warden

I know others will come to mind.... but Soul Warden is a must have in any White MP game....

Mom (mother of Runes) is OK.... but the fact you only get to use her once makes her very vulnerable.

MP is all about survival.... It isn't the best deck that wins, it's the one which can stick around the longest (unless you play a format where you win when you knock out one player).
 

Ferret

Moderator
Staff member
A must-have card for multiplayer: Howling Mine - no on will want to kill or they'll lose their card advantage. Meanwhile, you build up a nice little army to crush your oponents.

Some other nice ones that could help: Ensaring bridge, Mana Flare, Force Field, Maze of Ith, Verdant Force...

-Ferret

"...if you kill me, you'll have to go back to one mana per land...'
 
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Captain Caveman

Guest
What I'm tring to do is figure out is the top 10/15 MP "creatures"
so I can build some new MP deck(s) using the best creatures.
Then fill the other slots with powerful survival and opponent
friendly cards. Like Howling Mine, Mana Flare and the others
that were mentioned.

What about card advantage creatures? Do you guys use them?
(magpie, caller of the claw, shadowmage, ect)
 
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Azreal the Soulmaster

Guest
I like Radiant in MP, she can get really huge. Yavimaya Enchantress has the same benefit.
 
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Captain Caveman

Guest
What about:

Chainer
Flametongue
Bone Shredder
Nullmage Advocate
Yavimaya Elder
False Prophet
Incarnations

.............are any of these top 10/15 material?
 

Spiderman

Administrator
Staff member
Lhurgorf/Mortivore? Whatever the new dude is that is similiar to Lhurgorf.
Iridescent Anegl

I'm not sure about the Spiritmonger. He's a cheap guy, sure, but can only take on one opponent.

Brawn and the incarnation that gives flying are good ones to be in the graveyard. Also Glory.

Varchild's War-Riders probably aren't top 10/15 material, but you can probably do fun stuff with them (reminder to self: Build a deck with them!)

A must-have card for multiplayer: Howling Mine - no on will want to kill or they'll lose their card advantage
This actually doesn't help in my group; two of the players either aren't aware or don't care about card advantage and would get you for other things. But along the same lines (If you're aware and they aren't), Rhystic Study is always a neat one.
 
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WickedBoy6

Guest
I've actually built a Multiplayer deck full of enchantments, artifacts, & spells that effect all players. It was fun, 'cause I was destroying everything with Armageddons, Wraths, Disks, and Jokulhaups, but after, I would cast a Mine, Flare, or some other "helps-everyone" card, so they wouldn't touch me, or lose the nice card in play.

I got beat up so much over that deck. :D
 

Ferret

Moderator
Staff member
My old roommate had a really sick multiplayer deck that involved phasing creatures (old mechanic from Mirage block), Zuron Orb, and Balance.

This is what he'd do:
1. Get out lots of phasing creatures, but time it so they're all phased at the same time.
2. Get your hand down to one card (Balance).
3. Sac all of your lands to the Zuron Orb for a nice life bonus.
4. Cast Balance and watch as your oponents have to empty their hands, sac their lands, and bury all of their creatures.
5. The following turn attack w/ your phase-creatures and watch the other players cry.

-Ferret

"Set your phasers on stun, Mr. Sulu"
 

Spiderman

Administrator
Staff member
It's not too obvious, but you don't sac all your lands to the Orb - you need two for Balance, right? Unless you're using some other mana source and you didn't say (or leave your mana floating).
 

Ferret

Moderator
Staff member
It was the era of fifth edition and pre-Tempest. We didn't really care much back then. We went w/ rules - not erata. :)

-Ferret

"Rules lawyers were never invited back..."
 

Spiderman

Administrator
Staff member
Those were the rules; there's no errata involved. You can't cast Balance if you don't have land. That's where I'm confused in following your steps there...

unless you just break the rules there and cast spells whenever :confused:
 
T

train

Guest
I think 2 lands would have been tapped for mana spidey...

then the sac...

Ferret was probably giving an overview and not mentioning that portion...:)
 
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BigBlue

Guest
I'm pretty sure that floating the mana was implicit.... of course you could also sac the lands in response to casting Balance...

From the same era, I used Reality Ripple to phase out my Disk after activating it.... thus getting to use it again. Reality Ripple also worked great at phasing it out in response to a disenchant or shatter, and the disk came back in play untapped.
 

Spiderman

Administrator
Staff member
That's why I was asking - it wasn't obvious where the mana was coming from for Balance since there wasn't a "sac all lands after tapping two for Balance" note...

Funny note about this combo though; some old Duelist pre-6th had a house rule about being able to respond to each effect as it resolves instead of all at once, except the player casting Balance and the player who had the Orb were different. So the Orb player would sac his lands one by one to the Orb and after the last one, before Balance would resolve, the Balance player would Counterspell his own Balance :p
 
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WickedBoy6

Guest
Would you kill a player in a Multi game that had out Howling Mine, Mana Flare, Horn of Greed and Well of Knowledge in play? :D Rhetorical question.
 
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Mazzak

Guest
I would form an evil alliance with them and crush everyone else first. Obvious tactic.

Also Seedborn Muse is excellent in MP, you get to untap and untap and untap while no one else does...
 

Ferret

Moderator
Staff member
It was my roommate's deck not mine. He was pretty sick.

For clarification, Spidey here is how his turn went:

tap plains and misc land and cast Balance - fast effect reaction to Balance: sac all lands to Zuron Orb. Balance resolves - all other players have to sac their lands and empty their hands.

-Ferret

"Casual Players giving rules lawyer explanations - what's the world coming to?"
 
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Captain Caveman

Guest
More contenders:

Phyrexian Plaguelord
Guiltfeeder
Arcanis
Kamahl

Maybe I shouldn't list any of the legends as contenders because
its kind of difficult to play more than one in a deck. But Arcanis,
Kamahl and Radiant are strong, right?
 
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