I’ve played my share of multiplayer games on Magic Online (almost exclusively multiplayer free-for-all, attack anyone). Over the course of many games, I’ve noticed that some creatures demand attention and should be dealt with as soon as possible — whether they hit hard, have a good ability, or are just plain annoying. This is my list of the most annoying creatures in every color: five for every color and multicolored/artifacts. In addition, I’ll try to give some advice as to the best ways to deal with those creatures.
Black
Black creatures are probably some of the most annoying creatures online if for one reason only. Most creatures can be dealt with by using a Dark Banishing — but black creatures are immune to most black targeted removal, which makes them hard to deal with.
5. Mortivore
Mortivore doesn’t get much play (at least in games I play in), but when he does, he’s always a force on the board. Better than Lhurgoyf in almost every way, especially since it has regeneration. Best way to deal with it? Graveyard attacks (with something like Withered Wretch), a regenerating blocker, or remove it from the game.
4. Nezumi Graverobber
His abilities are especially devastating in a free-for-all format. He’s easy to flip, especially in the early game, and then you can steal from everyone’s graveyards with ease. He’ll also rarely get involved in combat. Thankfully, he only has two toughness, so it’s easy to kill it. Or you can always steal it for yourself. Arrest can be the best way, since it shuts him down whether he’s flipped or not.
3. Desolation Angel
Yet another rarely-played card — but definitely annoying when played. Players hate land destruction, especially when it’s Armageddon, and especially when there’s a 5/4 coming with it. There’s not really a good way to deal with a kicked Angel (outside of counterspells). However, you can always kill it or bounce it before your lands are destroyed so at least they don’t have the Angel.
2. Noxious Ghoul
Most tribe-focused decks at least let you have creatures on the boards. Zombies do not, with Noxious Ghoul. Especially dangerous in multiples, and can get around untargetability and protection from black. And since zombies have a tough time remaining in the graveyard, the best way around the Ghoul is to either use Zombies yourself or remove the Ghoul from the game.
1. Visara the Dreadful
Oh, Visara. She slices, she dices, she flies through the air for five a turn, or she just kills a creature. Thankfully, she doesn’t have haste, so you should have plenty of time to slap an Arrest on her to shut her down.
Blue
For the most part, I don’t really fear blue’s creatures. Blue is not known for its intimidating creatures, with a few notable exceptions. They just tend to be annoying and not really a threat in combat.
5. Fatespinner
Like I said, this is just annoying for opponents who have to deal with it. Generally, people will just skip their combat phase, but it can be difficult for an aggressive player. It personally doesn’t both me much (since I generally play defensive and attack rarely), but remember that it is a fragile 1/2.
4. Shifting Sliver
And here to represent Slivers is the Shifting Sliver. Why this one? Between Shifting and Ward Sliver, it’s easy to get through for damage. This can be especially bad if there’s a Brood Sliver or Synapse Sliver in play. The best time to get rid of the Sliver is to wait for them to attack, then kill it or bounce it and then prey on the remaining attacking Slivers.
3. Clone
Clone typically becomes a copy of the most dangerous creature on the board, which can be a problem. It can also be used to kill an annoying legendary creature. There’s generally no way around Clone, since you can’t kill what it’s going to copy in response (and it also depends on what is copied), so the methods of dealing with it will have to vary.
2. Wonder
Generally, at some point, there will be a ground stall when multiple people have armies but are unwilling to attack. Wonder can help turn the tide of the war by allowing them to go above the other armies. Wonder can also be a great deterrent to an attacking force, since people will rarely attack into an untapped Wonder. And the best way to deal with Wonder is to either make sure it remains in play or to simply remove it from the game.
1. Arcanis the Omnipotent
And another Onslaught legendary creature takes the top spot! It’s hard to combat with a 3/4 that can bounce itself back to its owner’s hand and is a reusable Ancestral Recall. It can especially be dangerous with haste, since its guaranteed three cards. Thankfully, it does take quite a bit of mana to bounce, so just wait for them to tap out before trying to kill it.
Green
Green is a color known for its creatures, whether the small ones like Elves or gigantic Beasts… so it’s not hard to understand why green would have some of the most annoying creatures to deal with.
5. Phantom Centaur
Not only a 5/3 for 4, it takes three sources of damage before it finally falls, and it’s immune to black’s removal. Oh, and if you stick a toughness booster on it, it will survive damage indefinitely.
So how do you deal with it? Well, a regenerating blocker can help knock off the counters. Pingers can also bring down the phantom down to size. And a well-timed Naturalize can remove the toughness booster. Black mages should either use nontargeted removal (like Chainer’s Edict or Mutilate) or use face-down or artifact creatures.
4. Timberwatch Elf
Elves are generally small creatures. The Timberwatch Elf can change that. He’s especially dangerous if they have ways to untap the Timberwatch so you get multiple uses. The best way to take care of him is to kill him before he comes online or, if you use burn, wait for it to be tapped.
3. Genesis
Dead creatures should stay dead… but not when Genesis is dead. Now it becomes easy to return Eternal Witnesses or Viridian Shamans or any other annoying creature.
You have two options with the Genesis: make sure it never goes to the graveyard (and try to deal with a 4/4) or remove it from the game.
2. Forgotten Ancient
The original player-made card becomes especially dangerous in multiplayer with so many players playing spells. And with the ability to move the counters to another creature, it’s extremely important to try to kill this guy as soon as possible.
1. Seedborn Muse
This is seen in numerous green decks, and almost always appears in casual Mirari's Wake decks. And who wouldn’t want to use it? It lets you attack all-out and have blockers for the next turn. And the Muse plus a Planar Portal means you can tutor at the end of everyone’s turn. If possible, try to wait for them to tap out at the end of a player’s turn before you kill the Muse.
Red
Red’s creatures are generally pretty weak (except dragons). They tend to have shorter life spans than creatures in other colors. But they have threatening creatures that need to be dealt with, just like any other color.
5. Slith Firewalker
This has the potential to get really big really fast. And in the early game, there’s always at least one player with no blockers, allowing it to get through and get bigger. And the sooner you deal with the Firewalker, the better.
4. Goblin Sharpshooter
He tears up the board, preventing any X/1s on the board and with multiple creatures dying, can kill off larger creatures single-handed. Either try to kill him before summoning sickness wears off or stick an Arrest on him.
3. Flametongue Kavu
This is simple enough to understand: four mana for four damage to a creature and a 4/2 body to boot. Unless you have some form of damage prevention, this is just another one of things that you just have to let happen.
2. Kiki-Jiki, Mirror Breaker
Another card that I haven’t seen much use yet, but its effect is devastating. It’s especially good with a Solemn Simulacrum for a land and a card every turn. Arrest is a good way to deal with it, and kill the creature it targeted can help blunt the effect.
1. Bringer of the Red Dawn
The Bringer can resemble Grab the Reins at times. Gain control of the most dangerous creature on the board and then deal X damage to a creature or player (depending if they block). The Bringer is difficult to play, so attacking their mana base can slow them down.
White
White can have some of the most annoying creatures, just because they like to prevent damage and use protection to their advantage. But I feel that these are among the worst of them.
5. Reya Dawnbringer
The ability to recur a creature every turn is devastating, especially when they have creatures like Akroma or Phantom Nishoba in their graveyard. And as a 4/6 flyer, it can be hard to take down. And per usual, black removal tends to deal with it the best.
4. Glarecaster
Here’s a hint to the wise: if a player has six lands untapped and a Glarecaster in play, don’t attack them unless you want to be on the receiving end of the damage. The best bet is to kill it using a non-damaging method or burn it out when they’re tapped out.
3. Coalition Honor Guard
This messes up everyone’s targeting ability, making everyone target the Flagbearer. And as a 2/4, it can take a little damage before going down. Luckily, since everything has to target it, it will naturally draw all removal to it.
2. Myojin of Cleansing Fire
It generally starts off indestructible. Then, if anything threatening should happen, it can simply destroy all other creatures. Pretty handy. Short of a Stifle, there’s no way to get around the Wrath of God effect, so removing it from the game is the safest and best bet.
1. Akroma, Angel of Wrath
Here’s a creature that actually does pretty much everything. It can attack and still be there to block, it flies overhead, and has first strike to make sure it survives. Oh yeah, and it has protection from red and black. Once again, your best bet is either removing it from the game or something along the lines of Pacifism.
Artifacts and Multicolored Cards
I’ve lumped these two categories together. There's not really an introduction to be made here, so let’s just get to the list:
5. Arcbound Crusher
You’re probably surprised to see this here. However, with the high number of artifacts being played and the combo with Genesis Chamber (along with the Modular ability), it has the ability to become really big really fast. And the best way to deal with it is to kill it as soon as possible before it can get too big (that, or bounce it or remove it from the game to prevent the counters from being moved).
4. Iridescent Angel
Not as good as in days past (what with artifacts becoming popular since Mirrodin), but still a good card on defense and can still attack with relative safely. The only creatures that can block it are artifact, lands, or face-down creatures. If you really want it dead, use nontargeted removal.
3. Rith, the Awakener
All of the Invasion dragons have good abilities, but Rith’s ability stands above them all, since he can make a good amount of blockers. Thankfully, he’s not black, so he’s easily killed by black removal.
2. Phantom Nishoba
Many of the same things that I said about Phantom Centaur apply here. It’s pretty rare that you’ll be able to get rid of all the counters, and the spirit link ability can turn the tide. Thankfully, black removal can take care of it, as well as Pacifism.
1. Darksteel Colossus
Yes, he does cost a lot to play. But once he’s on the board, he’s unlikely to leave. In the rare case that he might die, he just gets shuffled back into the library. Removing him from the game or Pacifism are your best options with dealing with the Colossus.
Thank you for your time,
Nathan Long
DCI Level 1 Judge
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