SHEL'S MULTIPLAYER PAGE

In Anchorage we have loads of fun on with our weekly multiplayer games. In order to provide a fair environment for play, here are some rules we've agreed on. If you have suggestions for changes/amendments, drop me an email at juggernt@acsalaska.net.

Multiplayer Rules

DECKS

One thing you'll notice is a lower mana ratio that you'll see in normal decks. This is due in part to our local metagame which is a little slow; players are reticent to extend themselves too much early. It gives even a bad draw a chance. When we play casually, we also use the free mulligan rule. No one has tried to abuse it yet; I would not suggest using such a thing in a competetive game.

The Sleeper Wild Haups Thallid Burst
Nether Pox Rat Bomb Recurring Death
Mogg Mania    

THE SLEEPERThe Sleeper makes use of Sleeping Enchantments and attempts to keep the board clear of creatures. Replenish can work wonders after Wrathing away everything. To make the deck Contemporary-legal, simply remove the Outposts and Mishra's Factories, replacing with Forbidding Watchtowers and Plains. The one Land Tax will have to go as well; that can be replaced to suit your particular metagame.

Allay 1   Parallax Wave 3
Aura of Silence 2   Replenish 4
Enduring Renewal 3   Seal of Cleansing 4
Field of Souls 1   Spirit Link 4
Land Tax 1   Winds of Rath 2
Opal Acrolith 4   Wrath of God 4
Opal Archangel 4   Spells 41
Opal Titan 4      
         
Karakas 1   Mishra's Factory 4
Kjeldoran Outpost 2   Plains 14
      Land 21

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WILD HAUPS

This is a newly-constructed version of an old favorite. Turn 2 Elder, Turn 3 Pattern, Turn 4 Wildfire is always good. Mox Diamonds might speed it up a bit. I really like the Angelic Renewals. Makes Haups/Obliterate not hurt so much. Rukh Egg with Haups is just a beating.

Angelic Renewal 4   Jorael's Centaur 2
Artifact Mutation 1   Multani 2
Aura Mutation 1   Obliterate 2
Birds of Paradise 4   Orcish Lumberjack 4
Crater Hellion 1   Pattern of Rebirth 4
Dariagaaz 1   Rith 1
Earthquake 2   Rukh Egg 2
Harmonic Convergence 1   Wildfire 2
Jokulhaups 2   Yavimaya Elder 4
      Spells 40
         
Forest 10   Undiscovered Paradise 1
Mountain 8   Thawing Glaciers 1
Plains 2   High Market 2
      Land 24

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THALLID BURST

This is the most fun deck I've created in a while. It's extremely fragile (I'm surprised we haven't seen more Tsabo's Decrees in our games; Eye of Singularity wrecked me a while back; it was the only game I lost for about 4 hours), but explosive. Obviously, it's only Vintage-legal. I'm not sure about Vitalizing Wind. I've never actually played it.

Artifact Mutation 2   Mob Justice 2
Coat of Arms 2   Night Soil 3
Collective Unconscious 2   Saproling Symbiosis 2
Crop Rotation 2   Thallid 4
Earthquake 2   Thallid Devourer 4
Elvish Farmer 1   Thorn Thallid 4
Fyndhorn Elves 4   Verdeloth 1
Harmonic Convergence 1   Vitalizing Wind 2
Hurricane 1   Winter Orb 2
  2   Spells 41
         
Forest 10   Mountain 3
Gaea's Cradle 3   Taiga 4
  3   Land 20

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NETHER POX

Inspired by Andy Wolf's Pro Tour Wolf Pox (from like 1997), Nether Pox seeks to control, control, control and have some fast beats. Someone is bound to have to discard a fatty to the Pox. Animating it is just the best. The Disks seem counterproductive due to all the permanents, but with no other way to remove artifacts and enchantments, they seem necessary.

Animate Dead 4   Death Pit Offering 3
Charcoal Diamond 4   Lurking Skirge 4
Chimeric Idol 4   Nether Spirit 4
Chimeric Sphere 4   Nevinyrral's Disk 3
Claws of Gix 3   Pox 4
Dark Ritual 4   Vampiric Tutor 1
      Spells 42
         
Sheltered Valley 3   Swamp 16
Spawning Pool 2   Land 21

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RAT BOMB

An old mulitplayer favorite, Rat Bomb uses Crypt Rats and/or Plague Spitters enchanted with Spirit Link to control the board and gain some life. Marauding Knight can get immense quickly, and you've never had as much fun as you might by putting the Spinal Embrace on one player's creature to block a third's, killing them both and netting you life. The deck might profit from some enchantment removal. The deck is a little mana-intensive, but this is a first draft. It won the only game it played, with a lone Plague Spitter surviving for like 12 turns.

Blood Vassal 2   Plague Spitter 4
Crypt Rats 4   Samite Ministration 4
Dromar 2   Spinal Embrace 4
False Demise 2   Spirit Link 4
Fellwar Stone 2   Stormscape Master 2
Honorable Passage 2   Undermine 3
Marauding Knight 2   Spells 37
         
Adarkar Wastes 4   Swamp 1
Bad River 1   Tundra 3
Island 2   Underground River 4
Scrubland 4   Underground Sea 4
      Land 23

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RECURRING DEATH

This is as close to a combo deck as I'll get. The idea is to have, at a minimum, the following creatures in the graveyard: 4 Quirion Sentinals, 1 Highway Robber (or Ghitu Slinger), 1 Blood Pet and 1 Anarchist. You then either need the Goblin Bombardment in play or the Fallen Angel in the graveyard (or in play). If you play Living Death, you'll be able to play it an infinite number of times. You get 4 mana from the Sentinals and can sac the Blood Pet for 1. When you want to play it again, you simply sac all your creatures to the Bombardment or the Angel (sacrifice the Angel to herself last) and boom! The deck has enough elements and threats to stand alone without going combo. Obviously there are some great creatures left out, so mess with it to taste. To make it Contemporary-legal, just replace the Triskelion with a Spike Weaver.

Anarchist 1   Highway Robber 1   Spike Feeder 2
Avalance Riders 1   Living Death 3   Survival of the Fittest 3
Blood Pet 3   Man-o-War 1   Thran Foundry 1
Bone Shredder 1   Mindless Automaton 1   Triskelion 1
Bottle Gnomes 2   Monk Idealist 1   Uktabi Orangutan 1
Fallen Angel 1   Monk Realist 1   Utopia Tree 3
Firestorm 1   Quirion Sentinel 4   Vampiric Tutor 1
Ghitu Slinger 1   Radiant's Dragoons 1   Verdant Force 1
Goblin Bombardment 1   Recurring Nightmare 1   Yavimaya Elder 1
  1         Spells 40
               
Badlands 4   Gemstone Mine 1   Scrubland 1
Bayou 4   Mountain 1   Tropical Island 1
Forest 7   Savannah 1   Tundra 1
  1         Land 21

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MOGG MANIA

Somewhat misnamed since the only Moggs are the Maniacs, this flexible deck has been surprisingly successful. The only creature I'm doubting is the Masticore. I'm not sure it's necessary; perhaps more destruction is warranted. Some Gaea's Cradles might also be worth considering. The applications of Squee/Latulla and Squee/Helm of Possession can't be ignored. I got the idea from David Phifer. Thicket Elemental might be sub-optimal. The Heretic is almost a must for every red multiplayer deck.

Crater Hellion 1   Might of Oaks 2
Earthquake 2   Mogg Maniac 4
Fires of Yavimaya 2   Saber Ants 3
Harrow 3   Skizzik 1
Helm of Possession 2   Spike Feeder 3
Hurricane 1   Squee 4
Inferno 1   Thicket Elemental 1
Latualla 2   Tranquil Grove 1
Masticore 3   Viashino Heretic 2
  2   Spells 37
         
Forest 6   Dwarven Ruins 2
Mountain 13   Havenwood Battleground 2
  2   Land 23

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