Let me start by thanking all of the writers who write about casual play - thank you! Casual players make up the majority of the magic community. I am thankful for these writers who take the time to produce the many quality works available at several fine websites. To the editors, whose work is often overlooked, thank you for putting in the many hours of editing, working with writers, and promoting your websites. Finally, I would like to thank the readers who take the time to write to the writers and let them know their efforts are appreciated - THANK YOU!
I decided to write because I feel there is room for more multiplayer articles. I decided to title the article as I did because it gives the reader an idea of what they're reading - my first, and hopefully first in a series, article about multiplayer magic. I'm always looking for ideas and there is simply no better place to look than in other multiplayer decks. Multiplayer groups are diverse, so the decks are often unique. In my first article, I present a deck that should fit into many multiplayer groups.
Multiplayer games are generally slower-paced than duels. There are usually several initial turns where no aggressive plays are made. This type of game development is fundamental to multiplayer games because aggressive plays make the aggressor a target. However, in smaller groups, aggressive decks can work.
My group meets weekly; the number of players varies. Typically, there are enough players to form two multiplayer games of five to six players each. Sometimes, as players get killed off, smaller games of three to four players are started. This deck is built for just such an occasion.
The deck is built to be aggressive in small multiplayer games, but it could also be used in casual dueling. It is best suited to three or four player games. The deck is built around Rivalry (or at least it was inspired by Rivalry), although the deck does not require it to win. I've always felt that Rivalry had some multiplayer potential, even though I have never seen a deck built around it. (David Phifer did here, but he never wrote about it and it sure was annoying - The Ferrett) The wording on the card is similar to Greener Pastures, allowing it to ultimately affect all but one player, and whenever I read "each player" I think multiplayer.
Rivalry
2R
Enchantment
During each player's upkeep, if that player controls more lands than any other player, Rivalry deals 2 damage to him or her.
My original thoughts for the deck included lands like Rainbow Vale and the Invasion sac-lands. However, as is often the case, I ended up somewhere away from the original musings.
The Deck:
4x Rivalry
3x Acidic Soil
4x Rathi Dragon
4x Lithophage
2x Fireblast
2x Constant Mists
4x Veteran Explorer
2x Groundskeeper
3x Rancor
4x Wall of Roots
2x Fling
3x Hull Breach
14x Mountain
9x Forest
Rivalry is a card that once played, its controller becomes a target. Therefore, Rivalry should not be played unless the game could theoretically be won within the next round or two.
The deck should be played aggressively. An opening draw containing a Forest, Veteran Explorer, and a Rathi Dragon can be brutal, allowing a turn 2 Rathi Dragon. Often I will paris mulligan in hopes of obtaining this lethal opening hand.
Turn 1: Forest, Veteran Explorer
Turn 2: Land, Attack with Veteran Explorer in such a manner that he dies (most players are happy to assist), everyone happily gets two lands in play, we get two mountains and cast Rathi Dragon.
The example above, whether played on turn two or later in the game will put us in an excellent position to cast either Rivalry or Acidic Soil. Rivalry and Acidic Soil convert the drawbacks of both Rathi Dragon and Lithophage into advantages. The same holds true for Fireblast and Constant Mists, and as support cards they fit the theme of the deck well.
Lithophage is good for beats and ditching our land, but it needs trample to be effective. Note the three Rancors for this purpose. The Rancors can be placed on the Rathi Dragons, too, and the Lithophages can play defense if required. The Lithophage is also the creature of choice for Fling once we're down to our last mountain and Groundskeeper has yet to make his appearance.
Fireblast provides great utility in this deck because of the alternate casting cost (sacrifice two mountains) allowing its use offensively, defensively, and as a potential finisher for the opponent who thinks he or she will last one more round. Constant Mists can be used to hold off a round of attackers, then on our turn, cast Acidic Soil. Veteran Explorer works extremely well in assisting Constant Mists when we use him as a chump blocker, providing the land to survive the next players assault. Wall of Roots is great for defense as well as mana acceleration.
The Groundskeeper and Constant Mists are mainly there to support a longer game in the event that such a thing would happen. Fling could also be used to damage the last opponent who is beyond the reach of the Acidic Soil finish. Hull Breach is there for those permanents that would interfere with the plan, and three copies so we're pretty sure we have the answer when we need it - early game.
If the game goes longer than anticipated, we should have a handful of Acidic Soil and very few lands, whereas our opponents should have developed a solid land base. Each round that goes should potentially put us in a better position to win the game.
Large multiplayer games do not accommodate aggressive decks. If you're multiplayer gatherings are three to four player, or your large group game spawns a smaller multiplayer game, consider building an aggressive multiplayer deck.
-G. H. Bartz
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