Especially when paired with something like Fumiko the Lowblood, something that forces all their guys to attack. Even though its a bit more subtle, Loyal Sentry is a great deterrent.
If you're heavy on walls and want some old school flavor, the glyphs from Legends are great for surprise effects that will make your opponent think twice about attacking you. Like Glyph of Doom or Glyph of Destruction.
Kazuul, Tyrant of the Cliffs is the first one that comes to mind for me. Either deters their blocks for long enough that you can build up support in your hand or they come after you and exhaust their mana on their turn just to pay for his ability.
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Commander:
UWG Jenara, Asura of War BUG The Mimeoplasm B Geth, Lord of the Vault
Isochron Scepter+Holy Day, Fog, Darkness or any of their derivatives. Not quite as effective in multiplayer settings, but it works well everywhere else.
In Multiplayer I would advise against lockdown effects such as Propaganda or Ensnaring Bridge. Its like you are begging to be killed with these cards.
Nice options are simple walls (wall of denial) or creatures with deathtouch. Your Royal Assassin suggestion is nice, but I think it will attract some heat once you have activated it once or few times. You can also have instants such as Exile or Ray of Command. They are even better in a sense that you can bluff your way even if you dont really have them in hand. Creatures with flash works similarly.
The idead is not to stop creatures from attacking, but to encourage players to attack someone else.
Alternatively, you can cheat into play a huge creature with vigilance, first strike, protection, etc (i.e. Akroma, Angel of Wrath) and use it as a Wall.
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This should help people out who are addressing me in further posts: My name is Tenkai. It's not Tokobo. Thank you. =)
In Multiplayer I would advise against lockdown effects such as Propaganda or Ensnaring Bridge. Its like you are begging to be killed with these cards.
Ehh, not so sure I agree here. Those cards often work just fine. I would only suggest that you need to be prepared for your opponents Disenchanting it, for then they often get to walk right in and smack you around. I thought I was prepared for that in my most recent game playing Ghostly Prison AND Propaganda, but I still got beat on after 2 of them got taken out.
If they can't/don't get rid of those cards though, they often are a strong incentive to attack someone else.
Nice options are simple walls (wall of denial) or creatures with deathtouch.
Very much agree here.
NOTE that agro decks will sometimes just work around many walls though, especially those with 0 power. Stated another way, many walls are NOT a disincentive to attack if your opponent has enough creatures, for having one of his creatures being blocked by a 0 power wall won't kill it & he can hit you with the unblocked creature.
My experience is often that a creature that can either (1) hit your opponent for decent damage or (2) can kill one of his attacking creatures outright are often the single biggest deterents to opponents attacking you in a multiplayer game.
Your Royal Assassin suggestion is nice, but I think it will attract some heat once you have activated it once or few times.
Again, very true.
The part that will get to my play group is that I can screw with them EVEN WHEN they are not attacking me with Royal Assassin. THAT'S the part that drives them nuts (short-trip) & the reason they'll often hone their efforts to taking out the assassin...
You can also have instants such as Exile or Ray of Command. They are even better in a sense that you can bluff your way even if you dont really have them in hand.
My experience has been that using spells as "creature" defense is often a very shaky strategy. If you can get it to consistently work, you're better than I am.
+1 on Sun Droplet. This card is a HOUSE in multi and absolutely CAN influence opponents to attack someone else, for you can gain all the damage back fairly rapidly.
There was this one article on the main mtg site years ago that talked about "rattlesnake" cards, which deter opponents from attacking you. Cards like Seal of Doom do this job pretty well, and I suppose rattlesnake cards can include any permanent with the ability to kill creatures. Quicksand, Pit Trap, Ballista Squad, etc.
G has several critters with deathtouch, too. But Vigor plus Joraga Warcaller makes for a nasty pair both as defense and offense.
Yea I just men't I didn't see much g in what people have already said in this thread. I would also put [CARD]Deadly Recluse
[/CARD] on that list of green attack detterrents.
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A few come to mind:
No Mercy
Propaganda
Ghostly Prison
Ensnaring Bridge
Meekstone
Royal Assassin
What else?
Trades
Supreme thanks to Fio at Damnation Studios for the awesome artwork.
UMember of Clan Mono BlueU
DREAD!
Lightmine Field is a new addition.
Peacekeeper is an oldie.
Silent Arbiter is fun, and nice for Exalted.
Crawlspace.
Dueling Grounds.
http://forums.mtgsalvation.com/showpost.php?p=4557651&postcount=1
TheWarden's Creative Commons Music Pick Project (Retired):
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An aether vial with counters on.
Things that like to block; Rukh Egg, anything with deathtouch.
A moment's peace in your graveyard is good against alpha strikes.
I would not call ensnaring bridge a deterrent. It's more a request to be attacked, while it still goes...
Silent Arbiter. Peacekeeper
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
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Supreme thanks to Fio at Damnation Studios for the awesome artwork.
UMember of Clan Mono BlueU
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Supreme thanks to Fio at Damnation Studios for the awesome artwork.
UMember of Clan Mono BlueU
Especially when paired with something like Fumiko the Lowblood, something that forces all their guys to attack. Even though its a bit more subtle, Loyal Sentry is a great deterrent.
If you're heavy on walls and want some old school flavor, the glyphs from Legends are great for surprise effects that will make your opponent think twice about attacking you. Like Glyph of Doom or Glyph of Destruction.
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
Fattycakes Zombie of Clan Limited
UWG Jenara, Asura of War
BUG The Mimeoplasm
B Geth, Lord of the Vault
Nice options are simple walls (wall of denial) or creatures with deathtouch. Your Royal Assassin suggestion is nice, but I think it will attract some heat once you have activated it once or few times. You can also have instants such as Exile or Ray of Command. They are even better in a sense that you can bluff your way even if you dont really have them in hand. Creatures with flash works similarly.
The idead is not to stop creatures from attacking, but to encourage players to attack someone else.
Glacial Chasm + recurring effects
Isochron Scepter + Orim's Chant
Alternatively, you can cheat into play a huge creature with vigilance, first strike, protection, etc (i.e. Akroma, Angel of Wrath) and use it as a Wall.
Legacy Competitive
BUReanimatorUB
RUSneaky ShowUR(Dismantled)
GBUReanimatorUBG(Retired)
(Pre-Mystical Tutor Banning)
{RIP:July 1, 2010}
Legacy Casual
UWBag Of TricksWU
GWEnchantressWG(Budget/In construction)
WSoul SistersW
Legacy Casual - Retired
UBT.E.S. - The EGG-pic StormBU
BGrave ExistenceB
Sig by Me =)
aether membrane
vampire nighthawk
Ehh, not so sure I agree here. Those cards often work just fine. I would only suggest that you need to be prepared for your opponents Disenchanting it, for then they often get to walk right in and smack you around. I thought I was prepared for that in my most recent game playing Ghostly Prison AND Propaganda, but I still got beat on after 2 of them got taken out.
If they can't/don't get rid of those cards though, they often are a strong incentive to attack someone else.
Very much agree here.
NOTE that agro decks will sometimes just work around many walls though, especially those with 0 power. Stated another way, many walls are NOT a disincentive to attack if your opponent has enough creatures, for having one of his creatures being blocked by a 0 power wall won't kill it & he can hit you with the unblocked creature.
My experience is often that a creature that can either (1) hit your opponent for decent damage or (2) can kill one of his attacking creatures outright are often the single biggest deterents to opponents attacking you in a multiplayer game.
Again, very true.
The part that will get to my play group is that I can screw with them EVEN WHEN they are not attacking me with Royal Assassin. THAT'S the part that drives them nuts (short-trip) & the reason they'll often hone their efforts to taking out the assassin...
My experience has been that using spells as "creature" defense is often a very shaky strategy. If you can get it to consistently work, you're better than I am.
Perfectly stated.
+1 on Sun Droplet. This card is a HOUSE in multi and absolutely CAN influence opponents to attack someone else, for you can gain all the damage back fairly rapidly.
Kokusho, The Evening Star, Exsanguinate and Glen Elendra Archmage have a restriction of 1 per deck.
G has several critters with deathtouch, too. But Vigor plus Joraga Warcaller makes for a nasty pair both as defense and offense.
Veteran Bodyguard plus Mother of Runes, or the bodyguard plus Inviolability. Neither deters attacks, but can pretty much make them futile.
Also, Nettling Curse, Contaminated Bond, Spirit Link, and the time-shifted Vampiric Link.
BR Sleeper Ascension - Casual
--me on the sig--
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Yea I just men't I didn't see much g in what people have already said in this thread. I would also put [CARD]Deadly Recluse
[/CARD] on that list of green attack detterrents.