I'm gonna build some decks for multiplayer games and i'm looking for a theme idea that can be a tribal theme or an ability theme or anything that can link in some way the cards and give em a strategy. Ideal games are of 10 turns more or less and the ideas i'm looking for shouldn't have the purpose of dominating (i'm gonna look for balance and fun) so decks like "reanimator" or "turn 4 Emrakul" or every "tournament decks" are good themes but NOT in this thread.
The themes i found to build a deck around are mostly ability based:
- a black/green/blue graveyard deck with delve spells and enablers and other uses of the graveyard
- a blue/red flashback deck with endless control
- a green/blue or black/red madness deck. Both are possible choices
- a green/blue or black Infect deck. Both are possible choices
- a Sunburst artifact deck
- a BIG creatures deck, that of course it would be green and with a lot of tramples.
- a black/white draining life deck
- the tribes i know to build areound a deck are elves, goblins, kitkhin, vampire, zombies
Also i exclude theese themes cause i already own the planechase anthology and i want something different, but otherwise they would have been great suggestions
- ninjutsu
- enchantments and creatures that gains something if enchanted
- cascade deck
- tokens that combos with devour or with "all creatures you control do something"
All of my options are only ideas, i'm gonna ask you OTHER ideas cause in the end i will have to select 4 of all the ideas and i wanna a larger "ideas pool".
I have a Sea Monster/Ocean themed deck that is both cheap (at least it was when I built it not sure about now) and fun/effective. It could be improved by going off theme more, but I like it as is. Maybe this will give you some ideas.
@CoolLink - did you try one of the Quest for Ula's Temple lists before heading in this direction? I'm curious how this compares.
I took a fairly stock Quest list, added a playset of Quicksilver Amulets, and was happy enough (it's still janky, of course - and I'm fairly certain Quest has never come online before eating removal - but Whelming Wave and Scourge of Fleets can make a game of it).
Also, Prid3 & Bl00m have all those helpful threads by color, complete with deck lists, most of which are quite inexpensive. So it's really whatever catches your attention as, "hey, that would be cool to try."
Depending on what your group thinks is "fun," you want to think extra hard before including denial strategies (i.e., discard decks with Waste Not...).
thanks all, but best thanks to cme! I didn't notice that thread and there are a lot of archetypes for each color to take ideas!
Btw my definition of fun is "STRONG decks, even with complex strategies in which the skill can make difference, but without combos that are just OP without skill needed and just aim to win"
Just to make an exampple, you can make a deck that pops in battlefield Emrakul in turn 4 by just playing your broken hand with no skill and making the strategy you read before happen.
I rate a deck like this as strong (and way much stronger than ALL decks i like playing), but not fun.
On the other side a much difficult deck that doesn't follow the same plays game after game in order to win in the same way, but makes your decisions do the difference between win and loose and every game different form the other...well this is fun deck.
Blendo can be sped up to potentially lethal at turn four by taking out Spitemare and adding Impact Tremors. So it can get nastier than even what I play in my group.
The other deck plays a pretty dedicated Esper lineup and really abuses your hand and the graveyard while being able to deal with almost any card type.
The themes i found to build a deck around are mostly ability based:
- a black/green/blue graveyard deck with delve spells and enablers and other uses of the graveyard
- a blue/red flashback deck with endless control
- a green/blue or black/red madness deck. Both are possible choices
- a green/blue or black Infect deck. Both are possible choices
- a Sunburst artifact deck
- a BIG creatures deck, that of course it would be green and with a lot of tramples.
- a black/white draining life deck
- the tribes i know to build areound a deck are elves, goblins, kitkhin, vampire, zombies
Also i exclude theese themes cause i already own the planechase anthology and i want something different, but otherwise they would have been great suggestions
- ninjutsu
- enchantments and creatures that gains something if enchanted
- cascade deck
- tokens that combos with devour or with "all creatures you control do something"
All of my options are only ideas, i'm gonna ask you OTHER ideas cause in the end i will have to select 4 of all the ideas and i wanna a larger "ideas pool".
White, Cats, equipment.
Black, lifegain, card draw, demons.
Red, big mana, Eldrazi, Sun enchantment. (See a recent thread of mine.)
BGW, Ghave, tokens. (doubling?)
BGW, Teneb, use opposing GY’s.
Blue, steal and copy.
Etc etc etc.
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
4 Expedition Map
4 Prophetic Prism
// 12 Creature
4 Mnemonic Wall
4 Sea Gate Oracle
2 Inkwell Leviathan
1 Archaeomancer
1 Stormtide Leviathan
4 Mystic Remora
2 Oath of Jace
// 24 Land
4 Cloudpost
4 Glimmerpost
12 Island
2 Thespian's Stage
1 Reliquary Tower
1 Tolaria West
4 Crush of Tentacles
2 Whelming Wave
4 Rite of Replication
I took a fairly stock Quest list, added a playset of Quicksilver Amulets, and was happy enough (it's still janky, of course - and I'm fairly certain Quest has never come online before eating removal - but Whelming Wave and Scourge of Fleets can make a game of it).
@metalsgs - I've also had fun with Rat (Pack Rat!), Insect (Hornet Nest + Blasphemous Act!) Human, and Merfolk tribal.
Also, Prid3 & Bl00m have all those helpful threads by color, complete with deck lists, most of which are quite inexpensive. So it's really whatever catches your attention as, "hey, that would be cool to try."
Depending on what your group thinks is "fun," you want to think extra hard before including denial strategies (i.e., discard decks with Waste Not...).
Btw my definition of fun is "STRONG decks, even with complex strategies in which the skill can make difference, but without combos that are just OP without skill needed and just aim to win"
Just to make an exampple, you can make a deck that pops in battlefield Emrakul in turn 4 by just playing your broken hand with no skill and making the strategy you read before happen.
I rate a deck like this as strong (and way much stronger than ALL decks i like playing), but not fun.
On the other side a much difficult deck that doesn't follow the same plays game after game in order to win in the same way, but makes your decisions do the difference between win and loose and every game different form the other...well this is fun deck.
Edit:
Regardless of how many players, I have two dedicated fun decks that I use for ffa's.
4 Blood Artist
4 Mogg Maniac
4 Hissing Iguanar
4 Broodhatch Nantuko
4 Spitemare
4 Hornet Nest
4 Eternal Witness
2 Bane of Progress
1 Demonic Tutor
1 Vampiric Tutor
4 Blasphemous Act
4 Twilight's Call
Enchantments:
1 Necropotence
Lands:
4 Forbidden Orchard
4 Savage Lands
4 Reflecting Pool
1 Stomping Ground
1 Blood Crypt
1 Overgrown Tomb
1 City of Brass
2 Gruul Turf
2 Rakdos Carnarium
2 Swamp
2 Forest
Blendo can be sped up to potentially lethal at turn four by taking out Spitemare and adding Impact Tremors. So it can get nastier than even what I play in my group.
The other deck plays a pretty dedicated Esper lineup and really abuses your hand and the graveyard while being able to deal with almost any card type.
4 Etherium Sculptor
4 Tidehollow Strix
4 Master of Etherium
4 Windwright Mage
4 Master Transmuter
4 Sanctum Gargoyle
4 Sphinx Summoner
4 Duplicant
1 Sharuum the Hegemon
4 Dispeller's Capsule
4 Scourglass
4 Triskelion (for smaller games instead of Scourglass, really fun with Master Transmuter).
Having said all that, Bl00m and Prid3 do know their stuff, so cme's suggestion is +1 as far as I'm concerned.