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Switch to Forum Live View M12: Best Multiplayer Cards
2 years ago  ::  Aug 07, 2011 - 8:17PM #21
CadaverousBl00m
Date Joined: Oct 10, 2007
Posts: 6,295

Aug 7, 2011 -- 6:27PM, Tich wrote:

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.




That I have to agree with.
I'm about to roll out a deck featuring the Empires playset , just to see if it works, but even that's probably in the shell of an old deck.

But I guess that's what a core set should mostly be about - giving you the standard cards to augment your decks, while the blocks give you the cards to actually build decks around. Though I agree with you, I'd like to see more "build around me" cards.

~ 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  ::  Aug 08, 2011 - 2:25AM #22
helphelpe
Date Joined: Jun 26, 2004
Posts: 974
I agree that there are no truly good multiplayer cards in M12. I love Chandra's Phoenix and I will be getting a playset for my Chandra deck soon ( Chandra, the Firebrand is a bit too expensive atm) but beyond that there are no cards I have bought or am planning to buy for my multiplayer decks.

Maybe we can all blame the commander decks realesed just before M12 but since I love that product and the new cards presented there I won't go so far as to badmouth the commander decks because they caused less multiplayer goodies in M12.
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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2 years ago  ::  Aug 10, 2011 - 2:36AM #23
cduke
Date Joined: Apr 7, 2008
Posts: 153
is Timely Reinforcements any good?
In multiplayer there is more chance to trigger, also considering sweapers are more common.
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2 years ago  ::  Aug 10, 2011 - 2:59AM #24
helphelpe
Date Joined: Jun 26, 2004
Posts: 974
Timely Reinforcements is a halfway decent card that is being played in top tier standard midrange and control decks to survive against aggro and beatdown decks.

In multiplayer there is a greater chance of it giving both goodies but it still has flaws:
If you are ahead, it does nothing. This isn't neccesarily a bad thing because win more cards (the exact opposite) are bad so some will say this is good but a card that does nothing at any given time in a game that you want to win is never good. I will try to clarify that too long sentence a bit: A Wrath of God also does nothing if you are loosing to a creatureless board but it isn't a bad card because that hardly ever happens. If you are going to win, you should be ahead at any given time and at that time a Wrath of God generally still does something (eventhough you generally don't play it because it will destroy your lead) but Timely reinforcements at that time does nothing (even if you wanted it too do something).

If you are losing and behind on life and creatures, you will generally not mind topdecking this. But it is generally not a solution to your problem. 3 1/1's aren't going to stop that Akroma, Angel of Wrath or most simpler critters. You can chump block some units but it still generally doesn't get rid of the cause of the problem. Something mass removal or any kind of removal / big critter does do.

In other words: this card generally doens't help you win. It just makes you not loose a little bit longer but in multiplayer every round the game goes on your opponents are drawing more cards combined than you, they have more combined mana available, etc, etc so unless you have a long long game plan for surviving all those extra resources of your opponents you shouldn't make the game go on longer than neccesary.

Lastly I would not play this card 4 times in a deck (unless I am playing a 1vs1 tournament and then only after sideboarding against aggro decks). Multiples of this card can be even deader for a long time than a doubly drawn legendary permanent. Yes, both often eventually become usefull but a card that is dead for any amount of time is something I prefer to prevent.

I find it cool that they printed this card because it is a cool card with great flavour and style. It is great in midrange and control decks in 1v1 but in multiplayer I don't think it shines even brighter.
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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2 years ago  ::  Aug 10, 2011 - 4:22AM #25
Tich
Date Joined: May 27, 2006
Posts: 2,105
^ Pretty much this. Timely Reinforcements is a stronger version of Lone Missionaries , which is of course a God awful card to begin with.
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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