So it's been a while since I've designed a multiplayer deck. I wanted to try something a bit different so here's what I had as initial ideas.
To put a Context, we are playing 3-4 habitually, FFA and with various deck but mostly creatures habitually.
So I would have plenty of cards to make some creatures, some buffs and support, a bit of draw / acceleration.
I guess I've cheated a bit with the Eidolon of Blossoms since it isn't just an enchantment but that could easily be arrange.
So, what you think about this?
I have an enchantments-only deck myself, though mine is U/R/G (mostly because I'm using the red and green Hondens, and blue gives Paradox Haze). I'm using Utopia Sprawl with a higher priority on early Forests to get color fixing and mana accel. I think, it's better than both the Vessel and Font. Unless you have good reason to fear land destruction.
Seal of Primordium or Quiet Disrepair act as artifact and enchantment removal, and the later will always have a target to put on due to the nature of your deck, and gaining life regularly is a good alternative use, if nothing worth removing is around. (And it's another card that benefits from Paradox Haze in my deck).
Awaken the Ancient is very mana intensive in a 3-colored deck, and you essentially need 4 Mountains to play it (Vessel aside). Though you could play it on turn 4, those 3 Mountains are still a big issue. You are very unlikely to get it out on turn 5 or earlier, and at that point, getting a 7/7 groundpounder is not that impressive.
If you can stall for long enough to get the mana, Dragon Roost can create a Dragon token each turn, no strings attached.
You want a full set of Ghostly Prison, because they are cummulative, and as the game progesses, you want to make attacking you more expensive since players have more mana available.
Enchantment decks have the ability to lock down the entire table potentially
Search up Prid3's "Pillowfort" deck for example.
Luminarch Ascension is one of the best enchantment in the game for multiplayer IMO. Run 4 if you can afford them. Planar Collapse is useful for removal, Sigil of the Empty Throne is great too. Utopia Sprawl & Wild Growth are excellent with enchantress effects.
For me, unless you're running at at least 8 enchantress/draw cards, the deck will be too slow to setup, or too slow to recover from a wipe. Sphere of Safety is almost a finisher if your opponents don't have an answer.
Thanks all for the answers and sorry for the delay,
I agree that I'll need some removal. You have gave a great lead in this way.
I'll also check to boost some cards and see what the budget can afford. There is a few enchantments that might be worth considering but I still need to keep a finishers touch also to the deck.
Great motivation and inspiration!
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So it's been a while since I've designed a multiplayer deck. I wanted to try something a bit different so here's what I had as initial ideas.
To put a Context, we are playing 3-4 habitually, FFA and with various deck but mostly creatures habitually.
2 Luminarch Ascension
4 Hoofprints of the Stag
2 Awaken the Ancient
4 Myth Realized
2 Starfield of Nyx
2 Intangible Virtue
2 Rise of the Hobgoblins
2 Fires of Yavimaya
2 Eidolon of Blossoms
4 Enchantress's Presence
2 Cream of the Crop
4 Vessel of Volatility
4 Font of Fertility
2 Ghostly Prison
So I would have plenty of cards to make some creatures, some buffs and support, a bit of draw / acceleration.
I guess I've cheated a bit with the Eidolon of Blossoms since it isn't just an enchantment but that could easily be arrange.
So, what you think about this?
Aye or Nay or maybe with a bit of nail polish?
I have an enchantments-only deck myself, though mine is U/R/G (mostly because I'm using the red and green Hondens, and blue gives Paradox Haze). I'm using Utopia Sprawl with a higher priority on early Forests to get color fixing and mana accel. I think, it's better than both the Vessel and Font. Unless you have good reason to fear land destruction.
Seal of Primordium or Quiet Disrepair act as artifact and enchantment removal, and the later will always have a target to put on due to the nature of your deck, and gaining life regularly is a good alternative use, if nothing worth removing is around. (And it's another card that benefits from Paradox Haze in my deck).
I tried Rise of the Hobgoblins in my deck, but it didn't work out, too mana intensive.
Awaken the Ancient is very mana intensive in a 3-colored deck, and you essentially need 4 Mountains to play it (Vessel aside). Though you could play it on turn 4, those 3 Mountains are still a big issue. You are very unlikely to get it out on turn 5 or earlier, and at that point, getting a 7/7 groundpounder is not that impressive.
If you can stall for long enough to get the mana, Dragon Roost can create a Dragon token each turn, no strings attached.
You want a full set of Ghostly Prison, because they are cummulative, and as the game progesses, you want to make attacking you more expensive since players have more mana available.
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Search up Prid3's "Pillowfort" deck for example.
Luminarch Ascension is one of the best enchantment in the game for multiplayer IMO. Run 4 if you can afford them.
Planar Collapse is useful for removal, Sigil of the Empty Throne is great too.
Utopia Sprawl & Wild Growth are excellent with enchantress effects.
For me, unless you're running at at least 8 enchantress/draw cards, the deck will be too slow to setup, or too slow to recover from a wipe.
Sphere of Safety is almost a finisher if your opponents don't have an answer.
I agree that I'll need some removal. You have gave a great lead in this way.
I'll also check to boost some cards and see what the budget can afford. There is a few enchantments that might be worth considering but I still need to keep a finishers touch also to the deck.
Great motivation and inspiration!