Looking for advice on how to build a fun 'stuffy doll' multiplayer deck.

9 posts / 0 new
Last post
Here's what I've got so far.

4 stuffy dolls
4 clones
4 evil twins
4 prey upon
4 blood feud
4 magmaquake

Some good multicolor land and a few 'counter target spell' cards to prevent early game damage.


I dunno what else.

My advice would be to build a Pestilence + Withering Wisps deck that uses Stuffy Doll, Darksteel Myr, Phylactery Lich and then some nice cheap artifacts such as Darksteel Pendant and Darksteel Axe (for the Liches).

My issue with your current deck is that it's very slow and useless if it doesn't draw a Stuffy Doll for turn 5. You're also pretty screwed if it gets countered or removed, and destroying them isn't actually that difficult. Counters will not prevent you from taking early damage either. What are you going to do? Counter every spell from every player? Good luck with that... 
My guide to Black multiplayer cards and strategies: http://community.wizards.com/go/thread/view/75842/18893722?sdb=1&post_num=1#322195706 My guide to Red multiplayer cards and strategies: http://community.wizards.com/go/thread/view/75842/28999213/?sdb=1&post_num=1#517562879 My guide to White multiplayer cards and strategies http://community.wizards.com/go/thread/view/75842/29011349/?sdb=1&pg=last#517773211 My guide to Green multiplayer cards and strategies http://community.wizards.com/go/thread/view/75842/29034323/Tichs_Guide_to_Green_Multiplayer_Cards_and_Strategies
Here is a nice idea you could go red and blue.

Because then you can add something like this in there Swans of Bryn Argoll + Chain of Plasma + Stuffy Doll.

Using the Chain to target your own Doll then discard another card to do it again and again, or if you have the swans out to you could go untill you run out of cards in your deck...

Target the Swans with chain of plasma (which would then let you draw three cards)
Discard cards to copy and then target Stuffy Doll
I'm thinking now about incorporating cloudshift and sudden disappearance to make the stuffy dolls more resilient and the clones & twins more versatile. I'm also thinking that blood feud can go. Prey upon should be enough. Mirrorworks could be lots of fun. And maybe a card that forces me and an opponent to both remove a creature from the battlefield. Into the Maw of Hell could also be good. As could switcheroo.
How would alpha brawl do?  It could make your doll do immense damage without killing your other guys, or it could sweep an opponents board... if you wanted to sweep, there are better choices, I know, but this one seems kinda fun to me...

Ulvenwald tracker is reusable fighting, as opposed to only 4 prey upons

To recur dead stuffies or get them out faster, you could goblin welder (more eexpensive) or trash for treasure (less expensive, not reusable) another artifact.

Maybe go with some weird artifact build?: some small guys to sac, some reusable tutoring, good early defense, and mana ramp?

Or maybe I'm talking crazy... I don't know...

Hope some of this helps!
I have been toying with a Rite of Passage deck using Stuffy Doll and spells like Earthquake and Fault Line. Rancor also works well. Pyrohemia is a nice combo as well. Forgotten Ancient and Taurean Mauler also fit in. Throw in some Flings for good measure. If nothing else it is a fun deck to play with.
Pariah's shield
Elixir of immortality in case of mill
rhystic study
...and that's the deck.
HOW TO AUTOCARD! When posting in a text box, type [c]Plains[/c] to make your post showPlains.
Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!
Thank you all. You've given me some great ideas. 

I'll be making a really fun deck. :3 Unfortunately, one that only gets lots of action in 3+ player games. But hey. It's that added dimension that I'm trying to work with anyway.

EDIT: Oh. I think vigilance is a must. Does anyone know of a good way to give the rule to 12+ attacking stuffy dolls? 
EDIT: Oh. I think vigilance is a must. Does anyone know of a good way to give the rule to 12+ attacking stuffy dolls? 

If you're looking for mass vigilance, Serra's Blessing is the most straightforward effect for this I can find. Oathsworn Giant is an interesting option, Angel's Trumpet encourages everyone to attack (each other or into your blocking stuffy dolls), and Akroma's Memorial is pretty ridiculous (and probably not what this deck wants).

Not sure what colors you're playing in this deck, but I'd like to mention that red gives you Chain Reaction and Blasphemous Act which are inexpensive ways of killing swarms of creatures and also do tons of damage to Stuffy Doll. It wouldn't hurt to have some other creatures that benefit from being damaged in case you don't draw into Stuffy Doll, such as Swans of Bryn Argoll, Spitemare, or Mogg Maniac.
Sign In to post comments