Multiplayer cards...

Beyond Dominia: Casual and Beginner's Advice Mill: Multiplayer cards...

By Pacster on Saturday, February 23, 2002 - 11:48 pm:

Just a little question. I wonder what all of you think is the top 10 (or just a bunch of good ones) for a 4 player 2v2 multiplayer deck. I know of a few that could be really good like Avatar of Woe, the new llhurgoyfs in odyssee (especially black) and others. I was just curious which ones you thought seem broken in this environment.

By BB on Saturday, February 23, 2002 - 11:55 pm:

Pacster, pose an interesting question. Wrath of gods and geddons definitely. I think "graveyard" type creatures such as the different llhurgoyfs are definitely played in this environment. From the newer expansions, i would also consider invigorating falls (gain 1 life for each creature in every graveyard). And Radiate might be neat =) anyways, just a few thoughts..

By loki on Sunday, February 24, 2002 - 04:06 am:

Just be sick and both run the same deck.

4 Plauge Rats
4 Clone
4 Vesuvan Dopplanger
4 Dance of Many
4 Counterspells
4 Duress
4 Dark Ritual
4 Hymm to tourach
9 Solmo
R Timewalk

May not win but sure is funny to look at opponents face when you have 6 6/6 looking at them :)

By Puschkin, Defiant Vanguard Against (Puschkin) on Sunday, February 24, 2002 - 01:02 pm:

Plague Rats, lol! SLIVERS!

4 player team (2v2) actually plays a lot like two seperate 1-on-1s, only that 2 gang up on one to cut the opponents strength in half. I mean, it´s no real multi player and although you have twice as much graveyards, te game is still too fast to count on Lhurgoyfs.

Your teampartner is obviously no opponent, so a lot of tricks don´t work. There is no politics. Slivers is one of the strongest concepts in this format (beware the mirror!). Generally it´s not about abusing single cards it´s about good strategies. For example one player beating down with a shadow army and his partner building up a counterwall backed up with Constant Mist or something. The shadow-player could not win alone cause he will never be able to block, counters and defensive measures alone can´t win the game, but as a tag team they are effective.
Or both playing LD. Two players can easily hold one player down to zero manasources. If they kill him quick the other guy will have to play against two. And so on.

By Big Kavu on Thursday, February 28, 2002 - 10:31 pm:

Have one person run a deck with nothing but counterspells and the other run a Fruity Pebbles Engine.

Big Kavu

By Pacster on Friday, March 01, 2002 - 01:34 pm:

Oh. Let me add the fact that it isn't shared defense/shared life. Its basically type I, but we're all poor, so none of us have any of the power nine or anything else close to that range. And since its just a group of friends playing, we tend not to aim for one guy right away cuz then they'd just have to sit out and wait for the rest of the game to finish =p Well, thanks for the responses already posted, but more are welcome =)

By WD on Friday, March 01, 2002 - 06:27 pm:

Pestilence or its cheaper version from ice...
From experience I know its compatible with lhurgoyf... (and glacial chasm)...

Wicked darkman...

By Krichaiushii, the Chaosbringer (Krichaiushii) on Friday, March 29, 2002 - 12:21 pm:

Fun (sometimes good) - but in no particular order.

Eureka. Hunted Wumpus. Avatar of Woe. Flame Rift. Sizzle. Wall of Souls. Propaganda. River Boa. Wildfire Emissary. Paladin en-Vec. Treachery. Reanimate. Ashen Powder. Furnace of Rath. Copper Tablet. Razor Pendulum. Urborg Stalker (not for teams, though). Zur's Wierding. Earthlink.

If its a friendly game, you may want to steer clear of Shadow creatures, unless all players have equal access to them. Just something I've learned.

Of course, using some of the above cards requires other cards in the deck for maximum use (too many examples to list).

Just make sure that your deck is not opposed to your teammate's deck. For fun, pick decks first and THEN choose teammates - it keeps people honest and games interesting.


By Kilroy on Friday, March 29, 2002 - 02:20 pm:

Serra's Blessing is nice since you can avoid leaving yourself wide open. Disk + Broken Fall is okay (you can save a critter your teammate controls). If you are really casual, you could try Drain Life and Organ Harvest!

By mordraid on Friday, March 29, 2002 - 02:24 pm:

i think that in 4 players games, board clearer are the way to go. Pernicious deed, nevinyrral's disk and stuff like that will help you control what's in play. Also, cards like accumulated knowledge can work very well if both members of the team got them.

So if your oponent is thinking a little bit like you do, you'll want to go with very few creatures, or creatures with good evasive power. nether spirit can do the job. but if you stick with the blue knowledge you can use rainbow efreet. The rainbow is really good in multiplayer games since you have the time to etablish your mana base... most of the time by the way !.

By Westwycke (Westwycke) on Wednesday, April 03, 2002 - 11:47 am:

Here's a sick thought:

Both teammates play R/G decks;
Start with 4 Flame Burst, 4 Pardic Firecat, 4 Kindle each.
Add 4 Muscle Burst, 4 Diligent Farmhand each.
Finish to personal tastes.

Those Bursts could get just plain ugly, and the Kindles aren't bad either.

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