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Switch to Forum Live View M12: Best Multiplayer Cards
2 years ago  ::  Jul 11, 2011 - 7:17PM #11
Morrowner
Date Joined: Aug 11, 2004
Posts: 979

Well, its going to win more games than Sundial.


 

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2 years ago  ::  Jul 11, 2011 - 8:38PM #12
Tich
Date Joined: May 27, 2006
Posts: 2,105
Pfffft, my Eldrazi reanimator deck would pwn your green aggro deck!
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
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2 years ago  ::  Jul 11, 2011 - 10:06PM #13
CadaverousBl00m
Date Joined: Oct 10, 2007
Posts: 6,295

Jul 11, 2011 -- 5:28PM, Tich wrote:

Doubling Chant doesn't immediately win the game unless you have other cards out, like Concordant Crossroads . It's not really on the same level as the cards you mentioned. It's also makes your deck incredibly weak to mass removal, because one WoG can take half of it out. I can just imagine casting Life's Finale after you use this card lol.




Pffftt... in my playgroup, this fetches the second Darksteel Colossus ...

~ Guides I Have Been Silly Enough To Write ~
Budget Duals and Fetches in Multiplayer
CadaverousBl00m's Guide To Multiplayer Artifice
Multiplayer Tribal Format

~ Latest Multiplayer Ramblings: Appearing on my blog when I feel like it ~
Kitchen Table Pricewatch: Rise of the Eldrazi Post-Rotation
Kitchen Table Pricewatch: Worldwake Post-Rotation
Kitchen Table Pricewatch: Zendikar Post-Rotation

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2 years ago  ::  Jul 13, 2011 - 2:44AM #14
Jokusho
Date Joined: Feb 20, 2009
Posts: 81
Scrambleverse is easily the crown jewel of crapiness......oh the best multiplayer card.....hmm well I'm most exited about Adaptive Automaton

One Lord to rule them all, One Lord to find them,
One Lord to bring them all and in the glory to save them!

Yeah so my vote goes for Adaptive Automaton .

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2 years ago  ::  Jul 17, 2011 - 7:53PM #15
Keino
Date Joined: Aug 27, 2009
Posts: 2,905
Excluding the planeswalkers, namely garruk, Primal Hunter and Jace, Memory Adept , and excluding the cards I know I'll see, like arachnus spinner , I think my favorite card out of this set is circle of flame .

However, the best card in M12 is definitely Jace's Archivist . Seriously, a windfall every turn is brutal in so many different kinds of decks.


Makes me wonder...if Jace and Liliana have a kid....he would be broken before he leaves the womb.
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When posting in a text box, type [c]Plains[/c] to make your post show Plains .
Are you making a casual mill deck? Please read. Show

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 scour s 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 x 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[/c], 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 new 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!

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2 years ago  ::  Jul 18, 2011 - 5:47AM #16
capitan_estaban
Date Joined: Oct 25, 2008
Posts: 2,589
The best card is probably Sundial of the Infinite , because as Tich says it does something that big, and unusual.
I want 16 copies of Swiftfoot Boots . Mostly, because it will be easy to obtain 16 or so copies as an uncommon, and it is a really good card.

My vote is still for SotI though. 

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2 years ago  ::  Jul 20, 2011 - 12:17PM #17
Stickaxe
Date Joined: Jul 17, 2011
Posts: 22
In terms of sheer fun value, one copy of  Worldslayer can wreak all kinds of havoc on everyone. You equip it to a creature, you attack someone who's defenseless or can't block the creature (equip it to something with a landwalk and attack someone of that color, for instance). That resets the ENTIRE board, including lands. Five turns later, you equip it to something else, repeat and laugh hysterically.


It's not the best multiplayer card. It will make everyone hate you which is the worst strategical move in Multiplayer. But it sure is fun.
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2 years ago  ::  Jul 29, 2011 - 9:25PM #18
SiegeofTeddyBears
Date Joined: Oct 27, 2009
Posts: 94
I like cards that just do silly things. In my opinion, that is Scrambleverse . So that's my vote.
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2 years ago  ::  Aug 07, 2011 - 4:15PM #19
MadMaxNL
Date Joined: Apr 16, 2009
Posts: 683
Garruk's Horde , because it is awesome, and provides green with some more virtual cards in hand.

But noting from the many different cards I have that have been mentioned, this whole set seems pretty good for multiplayer:D 
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2 years ago  ::  Aug 07, 2011 - 6:27PM #20
Tich
Date Joined: May 27, 2006
Posts: 2,105
I find the set to be pretty terrible overall, incredibly uninspired. So far I haven't seen M12 incorporated into a single multiplayer deck, be it here or on MTGSalvation. No impact on my personal meta either.

The best thing to come out of M12 will be titans post rotation. Everyone will be able to get them cheap, and they're decent creatures to field in multiplayer. Among the top 25 creatures for each color anyways.

But yeah, I found that M12 has had 0 impact thusfar.
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
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