First Multiplayer Deck Help.

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I'm trying to make a multiplayer Green and White deck, first time making a multiplayer deck. Anyone have any advice on making one? I'm having my Legendary Creature as Tolsmir Wolfblood (3/4 other green creaures get +1/+1, other white creatures get +1/+1, tap put a legendary 2/2 green and white wolf creature toke named Voja into play. Costs 4 colorless and 1W and 1G).
Welcome to the boards, Castleinferno!

Be sure to autocard your posts.  Autocarding nets you more and better responses.  To autocard, place [ c][ /c] (sans spaces) around each properly spelled card title, so that [ c]Tolsimir Wolfblood[ /c] becomes Tolsimir Wolfblood.

Other than that, you build it much like any other deck, yet realizing that some strategies that are great in a duel (weenie swarms, for example) are far harder to pull off in MP games.

At least you aren't hamstringing yourself by foolishly trying to keep the deck Standard legal.

Post a decklist and we can better assist you in card choices.  The poster Tich has also written some incredibly useful guides that are linked at the bottom of the first post of the sticky here in the forums.  Read them - it is worth it.

A shout out to Gaming Grounds in Kent, Ohio and Gamers N Geeks in Mobile, Alabama. for all your preparation needs. - why prepping is useful, from one who has been there.
I find if you are running White in multiplayer Ghostly Prison is a must.
I don't bite, don't hesitate to message me if you have any questions or thoughts about deck ideas I post or anything Magic the Gathering related. My Causal Modern Decks Swag Flu (Mono Black Infect) American Super Friends (White/Blue/Red Planeswalker Control) Hong Kong (White/Red Norin Tokens)
I'm having my Legendary Creature as Tolsmir Wolfblood.


Do you mean having him as a general for a commander deck? The Commander (EDH) forums would help you with deckbuilding on that. Or do you just want to make a multiplayer deck focused around him?

Multiplayer is way different from 1v1 matches. The main rule in MP is to never over-extend your resources. If you focus on attacking 1 player the entire game, if you actually manage to kill that player, another player can take you out very easily. That is unless you can sweep every player with superior numbers and a well timed overrun. Tolsimir focuses on buffing creatures, so having lots of creature tokens would be your best bet.
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!
If this isn't and EDH deck, I think it would be cool to go nuts with the great G/W pumping creatures:Wilt-Leaf Liege and Knight of New Alara are excellent alongside Tolsimir Wolfblood

4x Wilf-leaf Liege
4x Knight of New Alara
3x Tolsimir Wolfblood

Then you get some solid bodies and effects that can benefit from the double pump of your "lords":
Kitchen Finks and Centaur Healer can keep your life stable
Dryad Militant is cheap to cast and becomes a 4/3 with one "lord" 
Ancient Spider can keep flyers at bay, and Pale Recluse can be cashed in for lands
Steward of Valeron makes mana and swings well with a "lord"
Oversoul of Dusk is a monster
Enlisted Wurm gets your more free spells, free is good

11x 7 X "Lords"
4x Dryad Militant
4x Kitchen Finks
4x Steward of Valeron
4x 2x Oversoul of Dusk
4x 3x Enlisted Wurm
4x Ancient Spider 

This is heavy on creatures, and really makes Wrath of God effects good, so cutting back would be a good idea. The Dryad isn't doing too much on it's own, so that can go. That leave 31 creatures which is high, so we may come back and trim more.

24 lands is great place to start, and we'll keep that number. With everything being equal in green and white to cast so far means equal numbers of Plains and Forests. But having options can help make sure everything gets cast even with unlucky draws. Selesnya Guildgate is cheap, Selesnya Sanctuary is great, Temple Garden is amazing but costly so we'll ignore it for now, but Brushland is cheap and comes into play untapped. 

4x Selesnya Guildgate
4x Brushland
4x Selesnya Sanctuary 
6x Plains
6x Forest 

So that puts us at 55 cards, we'll defintely want to trim down some creatures. Right now we have no defense, so something like Krosan Grip or even Naturalize will help keep some troublesome artifacts and enchatnments off your back. Swords to Plowshares is great for making sure big scary creatures aren't that scary anymore. Soul Snare can keep away mutliple creatures as long as your have W open. Ghostly Prison has been recommended, as has the amazing Overrun and the newer Overwhelming Stampede which will be better if your deck is doing well.

4x Naturalize (cheaper)
4x Swords to Plowshares
3x 2x Ghostly Prison
3x 2x Overwhelming Stampede 
No we're overbudget by 9 cards. So we can cut down two Oversoul of Dusks one Enlisted Wurm and 4 Knight of New Alaras becasue it is a bit redundant (and I like the liege better so we'll keep that one). We can trim one Prison and one Stampede.

This leaves us with this:
4x Selesnya Guildgate
4x Brushland
4x Selesnya Sanctuary 
6x Plains
6x Forest 

3x Tolsimir Wolfblood
4x Wilt-Leaf Liege
4x Kitchen Finks
4x Steward of Valeron
2x Oversoul of Dusk
3x Enlisted Wurm
4x Ancient Spider 

4x Naturalize
4x Swords to Plowshares
2x Ghostly Prison
2x Overwhelming Stampede

This is rough, but it should serve you well with a casual crowd.

Face it, you're pretty much here as a meat shield.


If you are at Georgian Court Univeristy or Monmouth Univeristy PM me. If you are out by York College of PA, I can help you reach the group there.