Izzet Psychosis - multiplayer draw deck

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The basis of this deck is the Psychosis Crawler. I use artifacts and colorless acceleration to get them out quickly.  I use a few red spells to help with draw and damage.  The killing combo is the consecrated sphinx with a  crawler and wheel of fortune.  This will  do 21 damage to every opponent rather rapidly.

let me know what you think.  It is still a deck in progress.

 
I've a similiar deck powered by Mana Flare.  It draws with Prosperity and kills with Firestorm and Runeflare Trap.

You might be better off organizing your decklist by card types, especially in regards to lands. 

The Metamorph and Rite are great additions, but the Exquisite Bloods might be a bit too much; cutting black tightens up lands AND lets you find a better use for the Lanterns in another deck.

Breath of Darigaaz does yeoman's work in many of my reddish decks.  Consider adding some for early defense.

Cheers!
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Yea sorry about the unorganized list. I did a cut and paste from a deck builder site and I didn't realize that it was messed up until I went to sleep.

I had this great idea about using exquisite blood for power life gaining. But in all of my play tests it has never come into play. I would like something to help with life gain. I was thinking about replacing them with reverberate or maybe some other control spell.

My big worry is early on I have trouble getting big draws. But I have been able to turn 5/6 kills where I end up doing something like 21 dmg to all players.
If you have a Wheel of Fortune you should sell it. Thosethings are like 40 bucks. Apart from that, if you give two or more people seven cards they're going to bury you in creatures by about two turns. You need early defense, Pyroclasm, Whip Flair, ect. In a deck that rarely wants to attack with creatures anything that sweeps the board buys you the time you need to build mana and burn out your oponants.
I do have a Wheel of Fortune. =)

It is a gamble. Hence the name of the card. I only plan to use the card early to help stim my deck or late as a win-con.

With 1x Psychosis Crawler and 1x Consecrated Sphinx deals at least 21 damage assuming there is only one opponent. Since you draw 14 cards per opponent affect by the Wheel. So in a 4 player game, it would do 49 dmg to everyone but me and essentially make me draw my entire library.

After doing that math maybe I want a [card]Laboratory Maniac[/Card]. In my deck.
Yeah, I was gonna point that out. I've gotten myself in trouble in MP with Consecrated Sphinx many times. Handy to pack both Laboratory Maniac and a Feldon's Cane. It helps. That's when the Sphinx lasts more than one turn. People seem to take that card as such a threat, I wonder why?
Yeah, I was gonna point that out. I've gotten myself in trouble in MP with Consecrated Sphinx many times. Handy to pack both Laboratory Maniac and a Feldon's Cane. It helps. That's when the Sphinx lasts more than one turn. People seem to take that card as such a threat, I wonder why?



Just for this reason I was thinking about getting some Lightning Greeves or Swiftfoot boots in the Mix.  I would probably use an Elixir of Immortality instead of a feldon's cane
Yeah, I was gonna point that out. I've gotten myself in trouble in MP with Consecrated Sphinx many times. Handy to pack both Laboratory Maniac and a Feldon's Cane. It helps. That's when the Sphinx lasts more than one turn. People seem to take that card as such a threat, I wonder why?



Just for this reason I was thinking about getting some Lightning Greeves or Swiftfoot boots in the Mix.  I would probably use an Elixir of Immortality instead of a feldon's cane



Yeah, 2 mana to activate prolly ain't nothing at that point in the game. I tend to gravitate towards the Cane because, well, I'm old, and it's served me well for years. But aye, Elixir much better choice here.
I'm dabbling into this kind of deck for multiplayer right now, and I've made a few discoveries...

1) Clock of omens + everflowing chalice + proliferate = tons of mana. I usually dump it into a prosperity then molten psyche for the win. I guess you could also use 16-post if you really needed that much mana, but I like to proliferate.

2) This is made insane with psychosis crawler, but players tend to see that coming, and will target you for it. Usually, as soon as I plop down clock of omens, that's game. Try to be inconspicuous before you reveal what your deck does.

3) Laboratory maniac won't save you if you draw past that last card. So make sure you count the cards in your library before casting a big fat X spell, (I died because I thought a 33 point prosperity would be fun.) A fully functioning archmage ascension or tomorrow, azami's familiar will prevent you from decking yourself.
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!
I did some play testing and the deck consistently does 20+ dmg by turn 6-8 to all players.  Of course this is assuming it is mostly left alone and it does lack defense.

I really like Mikokoro, Center of the Sea, I will have to get one of those.  

Laboratory Maniac is there in case I pop the Psychosis Crawler + Consecrated Sphinx + Wheel of Fortune combo.  In a large enough game I will mill myself to death.  But yea, I don't see him coming into play too much.  I think I would much rather have some protection for my crawlers.  
I would like something to help with life gain. .



I run a similar deck.  For some lifegain, i would run Ivory Tower.  I would change the BrainGeyser to Prosperity because the braingeyser only targets one player while prosperity targets everyone.

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2 Jace's Archivist
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4 Psychosis Crawler

 

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Life Test

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3) Laboratory maniac won't save you if you draw past that last card. So make sure you count the cards in your library before casting a big fat X spell, (I died because I thought a 33 point prosperity would be fun.) A fully functioning archmage ascension or tomorrow, azami's familiar will prevent you from decking yourself.


How so?  Wouldn't he trigger twice if you try to draw two cards while your deck has no cards in it?  He just turns the milling loss into a win, after all
3) Laboratory maniac won't save you if you draw past that last card. So make sure you count the cards in your library before casting a big fat X spell, (I died because I thought a 33 point prosperity would be fun.) A fully functioning archmage ascension or tomorrow, azami's familiar will prevent you from decking yourself.


How so?  Wouldn't he trigger twice if you try to draw two cards while your deck has no cards in it?  He just turns the milling loss into a win, after all



Wow. I was wrong. Thanks for spotting that!

I thought it was worded differently for some reason. Reading is tech.
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!
no worries, you probably just mixed him up with Enter the Infinite or something.  I just thought maybe I'd read him wrong haha
If you could fit some black in underworld dreams could be good the the crawler + shpinx combo
If you could fit some black in underworld dreams could be good the the crawler + shpinx combo



I thought about mixing some black in there, but it is a bit difficult. Also, I don't have that many spells that make my opponent draw.  Consecrated Sphinx wouldn't amplify the  crawler + shpinx combo much, it would just annoy opponents.
I like the sphinx a lot, but have you considered using Psychic Possession?  It's more controllable, and harder to remove.
I like the sphinx a lot, but have you considered using Psychic Possession?  It's more controllable, and harder to remove.



Hmmmm...interesting.  I do like that it is cheaper too.
if you're interested I'll be posting my Free Tacos deck soon, which follows a similar strategy (albeit a more ridiculous one).  I'll post the link when I have the list up.

EDIT: posted it: community.wizards.com/go/thread/view/758...

it's an older list, but you should be able to get the idea and maybe get some ideas for your own deck