A deck idea I had whilst waiting to play last night... funny, there's a thread about that lately.
I thought, why not steal other peoples creatures? I'm looking more for a fun deck here, to use some unloved cards as I hardly ever play mono-red.
The rough idea here is obvious - the question is how to best construct the deck.
I'm thinking of using the Artifacts for early control through Threaten-type cards etc.. Then once I hit 5-6 mana, Mob Rule, Mass Mutiny etc. allow me to go silly. I most often play MP with 4 to 8 players, so cards like Mass Mutiny into Ashnod's Altar =
Greater Gargadon is a relevant 1 drop, a sac outlet and a card that conceivably wins games of Magic.
Bazaar Trader enables you to permanently steal critters via theft effects. Target the creature that you stole and yourself as the player. Yes, this works.
I've seen Rakdos versions of this deck.
They steal using Act of Treason effects and Olivia Voldaren.
And then either throw them overboard to Viscera Seer for value, or to Attrition to 2-for-1 you. And then keep the biggest thing and hit you over the head with it FTW.
Yeah I did think of MWM to fuel Ashnod/Helm - definitely an option, and *dies* triggers for card draw has my attention too, think Skullclamp, Inheritance, Fecundity etc., although the 'ole clamp is frowned upon in my group, so I'll only be able to run a single of that.
The more I look at this sort of deck, the more I want to hit 5 & 6cmc quickly for large FFA games.
I'm thinking a number of cheap creatures I can repeatedly kill, like Doomed Traveler for example, might be the way to go about it, as it could enable a T3 or 4 Mob Rule or Mass Mutiny via Ashnod's ALtar. I'm not sure that would be less fun than just jamming in a number of Threaten-types...
Blue has the mischief - blinking thieves with Deadeye has me thinking, but would only become active after t6.
White & green draw options looks like being useful much earlier - green has me most interested for Mysteries/Altar & maybe Fecundity too for mass card draw.
Ha! Yes, add that to the list.
To be honest, blue has me wanting to play it above the other colours given what it can do, but I'm not sure it's worth waiting the extra turns.
I assume you mean Inheritance doesn't draw cards early. I get that. What I was inferring was that the effect is on field, ready to use, for the turns when it mattered, as I can drop it on turn1. Bear in mind this card only costs 1 to draw (with Altar on field), I could cast a Harness by Force with 4 lands, sac the creature to Altar and draw a card. The green equivalent, Fecundity, doesn't need Altar, but also offers draw to my opponents. Mysteries however is a little more reliant on Altar, which has me looking harder at Fecundity.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I thought, why not steal other peoples creatures? I'm looking more for a fun deck here, to use some unloved cards as I hardly ever play mono-red.
4x Ashnod's Altar
4x Helm of Possession
1 Harness by Force
1 Traitorous Blood
1 Grab the Reins
1 Mass Mutiny
1 Mob Rule
1 Molten Primordial
1 Zealous Conscripts
Deck is Red for now, but I'm open to a splash. I also own Fling.
Green has me most interested for Evolutionary Leap, possibly Beastmaster Ascension, Nature's Will, and card draw options.
White possibly for Brion Stoutarm
The rough idea here is obvious - the question is how to best construct the deck.
I'm thinking of using the Artifacts for early control through Threaten-type cards etc.. Then once I hit 5-6 mana, Mob Rule, Mass Mutiny etc. allow me to go silly. I most often play MP with 4 to 8 players, so cards like Mass Mutiny into Ashnod's Altar =
I'm considering a swag of smaller cmc persist/undying/recursive choices to fuel Ashnod early, but Pyreheart Wolf, Tuktuk the explorer & Squee, Goblin Nabob are the only one's I can think of right now in red.
Win-con's besides beat-down : Stalking Vengeance or Volcanic Vision perhaps.
Some sort of mana-sink maybe? What other options fit here?
Cheers
Greater Gargadon is a relevant 1 drop, a sac outlet and a card that conceivably wins games of Magic.
Bazaar Trader enables you to permanently steal critters via theft effects. Target the creature that you stole and yourself as the player. Yes, this works.
Mimic Vat is a reasonable mana sink.
Conjurer's Closet is worded in such a way that it allows you to permanently steal a creature that you've Threatened. It also combos with ETB effects such as Enthralling Victor, Zealous Conscripts and Conquering Manticore.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
They steal using Act of Treason effects and Olivia Voldaren.
And then either throw them overboard to Viscera Seer for value, or to Attrition to 2-for-1 you. And then keep the biggest thing and hit you over the head with it FTW.
My Stupidly Large Number of Current Decks
PucaTrade with me!
The Multiplayer Power Rankings
Cube: the Gittening (My Multiplayer Cube) - MTGS Cube List | @ CubeTutor
The N00b Cube (Peasant cube for new players) - MTGS Cube List | @ CubeTutor
My Powered 630 card Vintage Multiplayer Cube
cEDH: WUBR Blue Farm WUBR, UG Kinnan Flips UG, U Urza Scepter U
If you just need numbers, there's Mogg War Marshal, Goblin Rabblemaster and others. With a splash of blue there would be Reef Worm.
Conjuror's Closet looks very viable
Yeah I did think of MWM to fuel Ashnod/Helm - definitely an option, and *dies* triggers for card draw has my attention too, think Skullclamp, Inheritance, Fecundity etc., although the 'ole clamp is frowned upon in my group, so I'll only be able to run a single of that.
BLUE gives us Reef Worm, , Dracoplasm & Deadeye Navigator.
Demands playing a heavier creature count to repeatedly blink thieves, not such a bad idea.
BLACK (thanks Bloom) has Attrition, Viscera Seer, Olivia Voldaren, Pawn of Ulamog.
So many sac outlets. There's not many that draw when a creature dies without having to sac to that specific perm.
GREEN has Fecundity & Greater Good, Ooze Garden, Evolutionary Leap, Ulvenwald Mysteries.
Green is also one of the better token, persist colours too, so using sac effects to fuel Fecundity looks viable. Altar works okay with Mysteries.
WHITE has Inheritance, Brion Stoutarm.
Funnily enough, Assemble the Legion combined with Ashnod's Altar gets ridiculous - might be up for abuse.
Lots of Land and Colourless options too, like Culling Dais, High Market, Conjurer's CLoset and more....
------------------------------------------------------------------------------------------------------------
The more I look at this sort of deck, the more I want to hit 5 & 6cmc quickly for large FFA games.
I'm thinking a number of cheap creatures I can repeatedly kill, like Doomed Traveler for example, might be the way to go about it, as it could enable a T3 or 4 Mob Rule or Mass Mutiny via Ashnod's ALtar. I'm not sure that would be less fun than just jamming in a number of Threaten-types...
Blue has the mischief - blinking thieves with Deadeye has me thinking, but would only become active after t6.
White & green draw options looks like being useful much earlier - green has me most interested for Mysteries/Altar & maybe Fecundity too for mass card draw.
Don't forget about Aura Thief !
Dark Prophecy, Grim Haruspex, Smothering Abomination, Dictate of Erebos, etc.
Choose 1:
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Ha! Yes, add that to the list.
To be honest, blue has me wanting to play it above the other colours given what it can do, but I'm not sure it's worth waiting the extra turns.
Grim H is the only one there I would field in this deck. Not enough room for an effect like Dictate.
I assume you mean Inheritance doesn't draw cards early. I get that. What I was inferring was that the effect is on field, ready to use, for the turns when it mattered, as I can drop it on turn1. Bear in mind this card only costs 1 to draw (with Altar on field), I could cast a Harness by Force with 4 lands, sac the creature to Altar and draw a card. The green equivalent, Fecundity, doesn't need Altar, but also offers draw to my opponents. Mysteries however is a little more reliant on Altar, which has me looking harder at Fecundity.