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Magic: The Gathering Multiplayer Most universally useful artifacts in MP games?
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3 years ago  ::  Aug 06, 2010 - 6:50AM #21
helphelpe
Date Joined: Jun 26, 2004
Posts: 974
My first thought went to Oblivion Stone but it is already mentioned by other people. That is the single most played artifact I know (and have) because it patches black's weakness against enchantments, green's against creatures, blue's lack of destruction sweepers and red's weakness against enchantments. Only white doesn't truly gain something from this artifact.

(missed Cathaldus's post, skimmed it too fast, but my list of equipment that I use and see often)
Sword of Fire and Ice
Sword of Light and Shadow
Umezawa's Jitte
Lightning Greaves
Whispersilk Cloak
Basilisk Collar

and not an equipment but very good in mana heavy decks: Staff of Domination
Kamikazegerbil wrote:
Coke Spill
Level 1 Encounter Attack Power
Trigger: You must be pouring yourself a drink
Range: Close Blast 1D10 from Player
Target: All creatures and objects within blast
Attack: Any vs. Reflex
Hit: 1d6 Fizzy damage and target is wet (save ends)
Aftereffect: Target is sticky (save ends)
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3 years ago  ::  Aug 07, 2010 - 7:07AM #22
MadMaxNL
Date Joined: Apr 16, 2009
Posts: 683

Aug 5, 2010 -- 11:01AM, Alucard81 wrote:

Totems like the Weatherseed Totem and Phyrexian Totem are slow but give the option of a creature much like the manlands. Depending on the tempo of the game they might not be too terrible



In my experience, those aren't as good as they look. They don't fix your mana, and their activation cost is pretty high. On top of that, because of the ability most of them have, they only work in very specific decks. The white one is the only exception.

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3 years ago  ::  Aug 07, 2010 - 7:25AM #23
AlienFinger79
Date Joined: Nov 29, 2007
Posts: 2,549
I mainly use my playset of Sol Ring (fun when your playgroup allows it), and my Jittes. The Jittes are pretty much constantly floating between decks - the Sol Rings are just in whichever control deck I'm using at the time.

If I had a Sword of Fire and Ice, I'd probably add that to my three Jittes, so I had a 'playset'. The Sword is usually better than the fourth Jitte, which is why I only have three of those.

Other than that, I don't have that many go-to artifacts - whenever I play a mana-heavy deck, I usually add stuff like Scepter of Domination and - in 1-on-1 decks - Mishra's Helix, for the fun of it. Usually just singletons, though.

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3 years ago  ::  Aug 07, 2010 - 9:35AM #24
MadMaxNL
Date Joined: Apr 16, 2009
Posts: 683

Aug 7, 2010 -- 7:25AM, AlienFinger79 wrote:

I usually add stuff like Scepter of Domination and - in 1-on-1 decks - Mishra's Helix, for the fun of it. Usually just singletons, though.


Do you mean Staff of Domination or Scepter of Dominance ? Because there is a slight difference between the 2:P

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3 years ago  ::  Aug 07, 2010 - 9:49AM #25
Cathaldus
Date Joined: May 31, 2008
Posts: 3,545

Aug 7, 2010 -- 7:07AM, MadMaxNL wrote:

Aug 5, 2010 -- 11:01AM, Alucard81 wrote:

Totems like the Weatherseed Totem and Phyrexian Totem are slow but give the option of a creature much like the manlands. Depending on the tempo of the game they might not be too terrible



In my experience, those aren't as good as they look. They don't fix your mana, and their activation cost is pretty high. On top of that, because of the ability most of them have, they only work in very specific decks. The white one is the only exception.




I can't say that I've used all of the totems (although I've gone out of the way to collect 'em all), but I always support things that turn into creatures.  The activation costs might be high, but they're great to have post- Wrath and late-game.  Plus they're good mid-game ramp, as least as good as any non-ritual ramp outside of Green.

I have use Phyrexian Totem , though.  That thing is beastly against a cleared field.

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3 years ago  ::  Aug 07, 2010 - 10:17AM #26
MadMaxNL
Date Joined: Apr 16, 2009
Posts: 683

Aug 7, 2010 -- 9:49AM, Cathaldus wrote:

Aug 7, 2010 -- 7:07AM, MadMaxNL wrote:

Aug 5, 2010 -- 11:01AM, Alucard81 wrote:

Totems like the Weatherseed Totem and Phyrexian Totem are slow but give the option of a creature much like the manlands. Depending on the tempo of the game they might not be too terrible



In my experience, those aren't as good as they look. They don't fix your mana, and their activation cost is pretty high. On top of that, because of the ability most of them have, they only work in very specific decks. The white one is the only exception.




I can't say that I've used all of the totems (although I've gone out of the way to collect 'em all), but I always support things that turn into creatures.  The activation costs might be high, but they're great to have post- Wrath and late-game.  Plus they're good mid-game ramp, as least as good as any non-ritual ramp outside of Green.

I have use Phyrexian Totem , though.  That thing is beastly against a cleared field.



I played all of them, except the blue one, but the only one I regularly animated was the white one. And I still use the black one in one of my duel decks. They play like they're manlands, but can be destroyed as artifacts (which happens a lot in my meta).

And I think they're overpriced because you also pay for a strange ability that you never use. Post-Wrath, there is harldly anything that might be able to kill my Weatherseed Totem , but somehow, I always get hosed when animating Phyrexian Totem . And 4 x /4 creatures aren't meant for blocking, so I don't want to pay for that.

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3 years ago  ::  Aug 07, 2010 - 2:03PM #27
Alucard81
Date Joined: Dec 4, 2009
Posts: 539
I only just discovered them but have no personal experience. I'm building an aura/creature recursion deck and came across them and had considered the Weatherseed Totem in favor of the actual creature card since there is very little artifact/enchantment hatred in our group. Still prefer the manlands I think but I might give them a go
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3 years ago  ::  Aug 09, 2010 - 3:23AM #28
Kylak
Date Joined: Jun 24, 2010
Posts: 142
Cathaldus did most of the work for me but here are some more from off the top of my head:

Artifact Creatures:
Masticore (Pinging creatures and regenerating like it's nothing.)
Razormane Masticore (A better combatant than his brother but lacks regen.)
Etched Oracle (It's very easily built around and abused.)
Composite Golem (Provides candy.)
Triskelavus (Abused and reused.)

Equipment:
Deathrender (So you're telling me that I can purposely sac my creature to get a Darksteel Colossus?)
Explorer's Scope (Severely underrated.)
Viridian Longbow (Infinite mana + this. Elves can pull this off pretty easily.)
Shuko (There are so many infinite combos with this that win games.)
Sunforger (If you're in the colors then this is a nifty tutor.)
Surestrike Trident (Fling every turn without the sacrifice.)

Misc.
Crawlspace (An alternate Ensnaring Bridge that nobody seems to remember.)
Ivory Tower (I can do what now?)
Black Vise (It's like a free burn spell during each opponent's turn for only one mana.)
Mesmeric Orb (You have to build around this but it's crazy.)
Temple Bell (Do I need to explain this one?)
Psychogenic Probe (Could be interesting.)
Relic of Progenitus (Pure gold.)
Engineered Explosives (Mass removal of nonland permanents.)
Sorcerer's Strongbox (It's literally Jace's Ingenuity for one more mana in any color. The only issue is you have to flip a coin.)
Aether Vial (So very broken.)

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3 years ago  ::  Aug 09, 2010 - 10:15AM #29
Cathaldus
Date Joined: May 31, 2008
Posts: 3,545

Aug 9, 2010 -- 3:23AM, Kylak wrote:

Explorer's Scope (Severely underrated.)



I agree that it's definitely underrated.  I don't think that it's amazing, but it's definitely better than it first appears.

Aug 9, 2010 -- 3:23AM, Kylak wrote:

Black Vise (It's like a free burn spell during each opponent's turn for only one mana.)



It doesn't work the way that you think it does.  Check its oracle text; it only works on a single opponent, chosen when it enters the battlefield.

Aug 9, 2010 -- 3:23AM, Kylak wrote:

Temple Bell (Do I need to explain this one?)



I've never been a fan of Howling Mine effects.  It gives your opponents the same card-drawing effects without needing to take up the resources to cast or the deck space.  Temple Bell 's better than Howling Mine and Font of Mythos in that it doesn't give your opponents cards before you, but I still am not a fan.

Aug 9, 2010 -- 3:23AM, Kylak wrote:

Sorcerer's Strongbox (It's literally Jace's Ingenuity for one more mana in any color. The only issue is you have to flip a coin.)



I like it for Red and White, since they have little in the means of restocking their hands.  The fact that it only sacrifices on resolution  is amazing, especially with shenanigans that can be pulled with Voltaic Key .

Aug 9, 2010 -- 3:23AM, Kylak wrote:

Aether Vial (So very broken.)



Broken in multiplayer?  I've not had that experience.  It gets creatures out for free and under counters... maybe it sticks around 15 turns and you sneak out Cthulhu ?

"Do not concern yourself with my origin, my race, or my ancestry. Seek my record in the pits, and then make your wager."
                                                                                                                                                           -- Arcanis the Omnipotent

Who Am I? Show
I am Blue/Black
I am Blue/Black
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I'm both selfish and rational. I'm scheming, secretive and manipulative; I use knowledge as a tool for personal gain, and in turn obtaining more knowledge. At best, I am mysterious and stealthy; at worst, I am distrustful and opportunistic.




Before they banned the format out of existence, I was a proud supporter of Modern.

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3 years ago  ::  Aug 10, 2010 - 6:32AM #30
helphelpe
Date Joined: Jun 26, 2004
Posts: 974

Aug 9, 2010 -- 3:23AM, Kylak wrote:

Psychogenic Probe (Could be interesting.)




A guy in one of my playgroups made an interesting deck with this. Using a rogue theme with Knowledge Exploitation , Earwig Squad , Thada Adel, Acquisitor , Rootwater Thief and some cool other tricks.

Kamikazegerbil wrote:
Coke Spill
Level 1 Encounter Attack Power
Trigger: You must be pouring yourself a drink
Range: Close Blast 1D10 from Player
Target: All creatures and objects within blast
Attack: Any vs. Reflex
Hit: 1d6 Fizzy damage and target is wet (save ends)
Aftereffect: Target is sticky (save ends)
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