Top 10 re-jank-ulous Multiplayer Cards
Ahh good ol' Multiplayer.¬† The maker of kings.¬† If you haven't ever tried it (or don't have any Magic playing friends) I order you to drop everything, find some people and try it.¬† Some of the best Magic moments in my career have occurred in multiplayer.¬† Any time you get a group of competitive friends together to play a game like Magic you'll need to lay down some gentleman's rules.¬† Often, making a deck that is completely focused on multiplayer is looked down upon.¬†¬†¬†¬† Anyone can make a multi-centric deck of cards with phrases like "each opponent" and "all creatures".¬† Decide first if your group frowns upon stacking for multiplayer.
We have touched on the subject of multiplayer many times here at Gathering Magic so I won't bore you with the ins and outs of the format.¬† There are a couple of important facts that need to be considered when choosing the Top 10 Multiplayer cards ever.¬† You want cards that are either huge threats, or huge deterrents.¬†¬† One could argue that threats that sail under the radar are also helpful but I'm going to assume that you play in a group that understands what the real threats are.¬† Higher mana costs are okay because the game will surely break the 10th turn mark.¬† You also want to choose cards that are hard to get rid of.¬† No one likes wasting a card/turn/removal spell if they don't have to.¬† Alright, most of you have already skipped to the list of cards anyway so I'll stop yacking and get right to it.¬† Herer are the best Multiplayer cards EVAR!
10. Wrath/Decree of Pain/Damnation etc. - No multiplayer list would be complete without the wipes.¬† There really is no substitute for a good Wrath in a multiplayer game.¬† Players tend to build up armies, camp out and wait for people to start twitching.¬† If you're the lucky one that gets jumped by five guys at the same time first, you're going to want a powerful spell like DoP to turn the tables (assuming you live to see another turn).¬† Boring entry, I know, but it needed to be mentioned.
9. Auriok Champion - Healing isn't a big deal in multiplayer because deaths usually come in the form of 25 damage at a time.¬† But a card like this gets a spot on the list because, if played early, it can gain you tons of¬† life when something like Hostility or Spectral Procession rolls around (times 4 other players).¬† Its also an amazing wall against two very powerful colors.¬† Throw an Armored Ascension on her later in the game and surprise everyone with a 10/10 protection from red and black baddie.
8. Blatant Thievery - Need some permanents?¬† How about 4+ permanents of your choice?¬† This is a great way to turn the tables at the end of a long game where life totals are low and tensions are high.¬† Prepare for some major aggro after casting this sorcery.¬† Be ready to kill most everyone.¬† Luckily, you'll probably have the right permanents to do it.¬† Need some off color planeswalkers anyone?
7. Propaganda and Windborn Muse - Deterrents are underrated.¬† In multiplayer, taking that extra 6-8 damage at the beginning of the game can make all the difference.¬† What are the chances of someone pot shotting you with that forest walking 2/1 at the beginning of the game if they have to pay two extra mana to do it?¬† Getting swarmed by tokens?¬† They'd better have a crapload of mana to do it.¬† Such a deterrent that it should be considered a real threat.
6. Dread - The embodiment of both a gigantic threat and a nasty deterrent.¬† Who wants to blow their proverbial load on someone who will destroy all of their creatures after the smoke clears?¬† No one, that's who.¬† Until then, knock fools around with a 6/6 fear while you wait for them to remove it.¬† Oh you finally want to kill him?¬† I'll just shuffle him back in to my library.¬† Catch you later!¬† A bit expensive for a normal duel but he'll (I think its a he?) be the talk of the town in a multiplayer game.
5. Confusion in the Ranks - Want to add a little confusion to your games? (as if 5-way multi isn't confusing enough..)¬† Throw this baby in there and watch the sparks fly.¬† The best time to throw this out is when your opponents have huge creatures or artifacts out there that you'd love to have.¬† Follow it up with a couple of cheap creatures or artifacts yourself and roll up on your buddies with their own permanents.¬† Make sure you're playing with different colored sleeves because the commotion is about to get redonkulous.
4. Thieves Auction - This might seem like a desperate, last minute grasp for a win.¬† But in a red burn deck the advantage goes 100% to you.¬† Play this when you have only lands in play and everyone else has armies of creatures.¬† Take some of those creatures for yourself and you'll lose almost nothing.¬†¬† Tons of fun yet a powerful advantage for you at the same time.¬† Just make sure you grab some mountains before everyone else does!
3. Wheel of Fate - An extremely powerful card that will almost surely go off.¬† For a red deck, card advantage is everything and getting 7 new cards late in the game might just give you enough firepower to kill everyone on the board (or come damn close).¬† Most players will let this card go because they think they'll want the new hand as well.¬† Little do they realize, you might just be drawing 16+ damage in your new hand.¬† A crowd-pleaser and catalyst for those slower games.
2. Spirit Mirror + Unnatural Selection - Okay, so this is more of a combo than a card but seriously.¬† Of course you could play Plague Wind or find some other way to destroy all creatures you don't control.¬† But how about having that ability for the rest of the game?¬† This combo was fairly popular in standard back in the day but imagine the possibilities in multi.¬† Combo this with any number of creature type changing cards or simply destroy any changeling that looks at you funny.¬† Having a 2/2 token out every turn is also nice.¬† Your opponents had better be playing some removal or this game is probably over.
1. Kokusho, the Evening Star - As with any list, there will inevitably be much crying and gnashing of teeth over the eventual "#1".¬† But for me, a card like this is practical, powerful and replayable.¬† For six mana you get a 5/5 flier.¬† But the potential 40+ life total swing is where this multiplayer beauty really shines.¬† God forbid you Mannequin, Raise Dead or simply put another one out.¬† Id recommend dropping this towards the end of the game for maximum effect.¬† The beauty here is that, while it definitely makes you a target, its not something people want to get rid of because of the ability.¬†¬† If life totals are low, it might not even be possible for them to get rid of it. If all else fails you can just kill it yourself.¬†¬†