something ive learned in multiplayer edh PRETTY FAST, is that not playing active cards in the first few turns is a better strategy. playing your land drops / ramp / card draw is probably your best bet. i run around 38-45 lands and the same ramp spells in all of my decks, and trust me, i have alot of different decks.
winning comes down to who can do several things a single turn and card quality. worn powerstone / coalition relic are both cards that do not drag too much attention while being completely insane if you untap with them. so yeah... while i agree that it does sound arrogant, i dont think there should a different approach when you play a format that takes 50 turns to end a game.
1 Oblivion Stone
1 Worn Powerstone
1 Sol Ring
1 Thran Dynamo
1 Gilded Lotus
1 Everflowing Chalice
1 Coalition Relic
1 Sensei's Divining Top
stranglehold is the worst idea ever. if you slap this thing down turn 4 they will jsut wait for their cryptic command to show up , bounce it eot and then go infinite. if anything youd be losing a card for something that isnt even good.
play more reactive cards, dont tap out, play gy hate like faerie macabre. if youre going against cutthroat decks you should make one of your own too.
There is nothing to stretch into. You can take 10 extra turns, but it won't change the fact that you deck only plays group hug spells and lands. Now if you had threats, that would be different.
There's a ton, anacientlich listed some great ones. My personal favorite is Rite of Replication. In a multiplayer game there's always going to be a good creatures (Primeval perhaps :P) to have 5 copies of.
Or in Riku... more like 20 copies of.
Exsanguinate is fun too, in the right build (even if you can't finish with it, the life swing in a big game is still huge).
It heavily depends on your deck. Most decks couldn't win off of an Enduring ideal but it is a wincon (and a brutal one) in a deck built around it. etc...
Group hug... hmm. Your general is/will be most likely Pheldagriff or Zendruu. Both of those run blue, at the very least. Neither have black. When I played Pheldagriff group hug online (which never won, but I didn't really try) I nearly one a few times strictly by "group hug" having everyone draw and go after everyone else / make it unappealing to go after me, then mill whoever is left with a big draw spell. If you want something like that, Blue Sun's Zenith or Stroke of Genius would do what you want. Prior to winning off something like that, Skyscribing, Minds aglow are very good at mass draw. Just a thought on a direction you might take it. Friendly mill, I suppose.
Mill seems very appealing, but the time you accumulate that much mana, I'm pretty confidant someone would have an insane board position (with all that card draw) so i dont see how your lands / ramp can race people playing huge spells.
Insurrection is one of the best. I stole a Lord of Extinction, stole a Clone which was a LoE, a ridiculous amount of zombie tokens (thanks, Grave Titan!) and killed five players out of nowhere while they were at 30-40 life.:D There is no Time Stretch which can compete with that.;)
That might work in some cases, but i doupt you drawing insurrection counts as a win con. the board has to be degenerate, which it wont be with you running alot of mass removal if i end up playing white.
From what you describe (coming out of nowhere with the win), I'd say that Hive Mind/Pact fits the best. Or the Exsanguinate. Things like Time Stretch and Genesis Wave, while really powerful, need to have some other way in the deck/in play to actually win the game. They'll almost always put you very far ahead, but if the rest of your deck is helper.dec/group hug, then they won't cut it.
THAT is a very good idea. The pacts on their own arent bad either. However, what do you do against people that are actually able to pay for them? If i play riku or any UR general i can copy them with twincasts effects but what if i face another riku? any insane tech in mind? theres also the fact that id have to setup 2 to 4 card to play them at the same time and steal a win. i dont think the deck has that many tutor does it?
------------------------
However, I've been trying deceiver exarch + perstermite / kiki jiki + splinter twin <----- with GREAT success.
you can play cards like telepathy or permission / fork effects to protect it, but there is kind of a "this is cheap" aspect to it. my question is, is playing kiki jike and perstermite AS lame as playing hive mind + pacts? i did not see people complaining about my deck since everyone had their fun. any advice?
I need a card that basically wins you the game when you play it. It would be the kind of deck to go like group hug for about 30 turns then just drop something and win. It can be in any color I will build the deck based on that card.
Needs to not be vulnerable to a simple removal for instance.
Thawing Glacier states it goes back in my hand at the beginning of my cleanup step. When exactly does one get to discard down to his maximum hand size? Let's say I have 7 cards in hand and activated the glacier during my turn, will I have to discard at the end of my turn?
not to mention you're tapping 4 mana at sorcery speed to kill 1 creature. thats asking for koth to **** slap you in the face or worst.
theres also no reason to let a wurmcoil resolve. and if it does, you have creatures as well i think? they will buy time while you turn your drownyards side ways
Look at this line of play:
You have a starting hand of 7 cards.
You go first, play a mountain and then a Faithless Looting. Your hand will go from 7 to 6(played mountain), 6 to 5(played Faithless Looting), 5 to 7 then back down 5. Now you have a better hand than before because of selection, which is a big part of card advantage, but you also still have a Faithless Looting still in your graveyard that you are able to play. That means, all things considered you have access to 6 cards.
Now, when you flashback that Faithless Looting:
If your hand is sitting at 5 cards(again, access to 6 total) it will go to 7(from flashing it back), then back down to 5. So your hand size will stay the same, but you won't have access to the Faithless Looting in your grave anymore so all things considered again the cards you have access to would have went from 6 to 5, but you will have seen FOUR extra cards than your opponent and kept the best ones.
Given even the smallest amount of grave effects, the card will break from just selection and into pure number advantage as well. If you make a deck with that in mind you can gain a ton of mileage out of just drawing one copy. I hope i have explained it in a way that helps you see it's power and what makes it give you card advantage. Thank you.
@Virtus: Yes, I was being sarcastic lol.
good card filtering doesnt mean you're not losing card advantage. flashbacking a card that doesnt cantrip isnt a way to get card advantage, like its the case for TT.
Hey Guys. Just a quick question for anyone else trying to play this deck. Got any SB tips or Plans for beating Affinity? My meta is mostly Zoo, Affinity, Twin, and a couple randoms (Rock decks, Control, Tron, Pod). I figure if I tweak my build a little bit more inclined towards Zoo I'd have a pretty good MU against the field but the Affinity MU Just feels terrible sometimes. Fast starts are hard to stop and Idk but sometimes I just want a Hurkyl's recall or something similar in my sb... Anyone else tested got any ideas? I was thinking either that or EE might be okay.
If yall need my list I'll post it.
you can sideboard that 2WWW card that destroys all artifacts and enchants. hurkyl's recall.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
winning comes down to who can do several things a single turn and card quality. worn powerstone / coalition relic are both cards that do not drag too much attention while being completely insane if you untap with them. so yeah... while i agree that it does sound arrogant, i dont think there should a different approach when you play a format that takes 50 turns to end a game.
1 Oblivion Stone
1 Worn Powerstone
1 Sol Ring
1 Thran Dynamo
1 Gilded Lotus
1 Everflowing Chalice
1 Coalition Relic
1 Sensei's Divining Top
this should go in every single deck no exception
play more reactive cards, dont tap out, play gy hate like faerie macabre. if youre going against cutthroat decks you should make one of your own too.
There is nothing to stretch into. You can take 10 extra turns, but it won't change the fact that you deck only plays group hug spells and lands. Now if you had threats, that would be different.
Mill seems very appealing, but the time you accumulate that much mana, I'm pretty confidant someone would have an insane board position (with all that card draw) so i dont see how your lands / ramp can race people playing huge spells.
Maybe if theres a simple infinite mana combo?
That might work in some cases, but i doupt you drawing insurrection counts as a win con. the board has to be degenerate, which it wont be with you running alot of mass removal if i end up playing white.
THAT is a very good idea. The pacts on their own arent bad either. However, what do you do against people that are actually able to pay for them? If i play riku or any UR general i can copy them with twincasts effects but what if i face another riku? any insane tech in mind? theres also the fact that id have to setup 2 to 4 card to play them at the same time and steal a win. i dont think the deck has that many tutor does it?
------------------------
However, I've been trying deceiver exarch + perstermite / kiki jiki + splinter twin <----- with GREAT success.
you can play cards like telepathy or permission / fork effects to protect it, but there is kind of a "this is cheap" aspect to it. my question is, is playing kiki jike and perstermite AS lame as playing hive mind + pacts? i did not see people complaining about my deck since everyone had their fun. any advice?
Needs to not be vulnerable to a simple removal for instance.
gl not dying to a 1 drop with that card in hand.
not to mention you're tapping 4 mana at sorcery speed to kill 1 creature. thats asking for koth to **** slap you in the face or worst.
theres also no reason to let a wurmcoil resolve. and if it does, you have creatures as well i think? they will buy time while you turn your drownyards side ways
good card filtering doesnt mean you're not losing card advantage. flashbacking a card that doesnt cantrip isnt a way to get card advantage, like its the case for TT.
1 Patron Wizard
1 Thousand-Year Elixir
1 Rings of Brighthearth
1 Voidmage Prodigy
1 Progenitus
the first 2 dont work but overgrowth does, ty
any other ideas guys?
they have the tendency to be the best ramps in multiplayer. primeval titan / consecrated sphinx... just 6 drops in general are very good in mult
i forgot to add non-creature X_X my bad
Sol Ring
Worn Powerstone
Mana Crypt
Grim Monolith
Mana Vault
Coalition Relic
Growth Spasms
Any ideas??
you can sideboard that 2WWW card that destroys all artifacts and enchants. hurkyl's recall.