The idea is that I'm trying to make a relatively friendly version of Zedruu. That is, it's about giving away actually useful things, hoping to escalate things so that I'm always the least threatening target. Until I start stealing stuff. There is some pillowfort in it to make me even less of a target; Stuff like Propaganda ofcourse, taxing attacks on me.
And that's where Wishmonger comes in; Instead of paying for Propaganda effects, I give opponents the option to keep their mana to protect their stuff and to get through stalemates this way, hoping they will kill each other off.
It's a double edged sword however, because it makes stealing things more difficult, and it also reduces my own ability to block. And the way the deck is made doesn't leave much room for artifact creatures acting as a deterent.
So, does anyone have experience with letting Wishmorger lose in a multiplayer environment? Any tips or tricks or other things I have to keep in mind while running it?
Arkham, the 1920's. Investigators battle horrors from beyond time and space, risking life and sanity while conspiracies of cultists and malign servitors seek gateways for their outer gods to return...
Soon, the stars will be right! Great Cthulhu shall rise!
I think its an interesting idea, especially as the monger can be donated with Zedruu with some degree of safety. If you were to run it, I would suggest tweaking the deck a bit to work with it by upping the amount of Artifact creatures you run, and relying slightly less on targeted creature removal. Having plenty of multicolor creatures, or leaning heavily on one color could also end badly for you. As with any symmetrical effect, it can be used well if you've prepared yourself to benefit from it the most, or to be amongst least inconvenienced by it.
If adjusting the deck to fit it really isn't an option, then I wouldn't expect great results from it. If your aim is to be targeted less, perhaps you could aim for pillowfort cards that don't prevent an attack, but rather make the attack less profitable. Michiko Konda, Truth Seeker, Darien, King of Kjeldor, & Sun Droplet give you value in exchange for damage, but don't prevent you from being attacked. As well, they can be passed along by Zedruu to great political effect, unlike Propaganda & friends.
Thanks. Dismiss into Dream already looks like something that could be politically interesting, before everything starts being killed by a Wishmonger.
Michiko Konda would fit as well, since I'm thematically inclined to run politicians. I can't really see how donating her could be much of an advantage, but I guess that's what Homeward Path or Brand is for.
One of the reasons I'm thinking of running it is Solitary Confinement, so either they all kill each other off using unblockable creatures before I run out of cards to pitch, or I can protect Zedruu so I can keep drawing cards despite being confined.
And indeed 'too many variables' is part of the charm, forcing mistakes.
Arkham, the 1920's. Investigators battle horrors from beyond time and space, risking life and sanity while conspiracies of cultists and malign servitors seek gateways for their outer gods to return...
Soon, the stars will be right! Great Cthulhu shall rise!
And indeed 'too many variables' is part of the charm, forcing mistakes.
Though it may have some plus sides, I think it'll get out of control in the long run. Think of it like your pillow fort is all set, and they leave you there. Then out of the blue, they get to you since they were tunneling to get there.
Despite that tasty quote from Kamahl in Manabarbs, it's too much of a risk than a reward?
The suggestions on cards that "don't prevent an attack, but rather make the attack less profitable" are really good here. Michiko Konda, Truth Seeker is a thumbs-up for me too~
Michiko Konda would fit as well, since I'm thematically inclined to run politicians. I can't really see how donating her could be much of an advantage, but I guess that's what Homeward Path or Brand is for.
The value Michiko and friends have versus Propaganda is that Zedruu provides the threat of donating something like Darien, King of Kjeldor to any player that gets attacked; and can be returned at any point via Homeward Path. This "effectively" provides any player that is favorable towards you with the benefits of your cards, unlike cards that impose an attack restriction.
Solitary Confinement can work this way as well, assuming Isochron Scepter with Brand imprinted, & can even negate the need for any player to discard a card to it, with proper timing.
I could see Wishmonger being a decent pillowfort or groupfun card. Be aware that it knocks auras off of creatures, so if you're using Arrest, Pacifism, or Mind Control type cards, it's probably out. If you do run it, pack some sac outlets in case it becomes a threat to you.
I could see Wishmonger being a decent pillowfort or groupfun card. Be aware that it knocks auras off of creatures, so if you're using Arrest, Pacifism, or Mind Control type cards, it's probably out. If you do run it, pack some sac outlets in case it becomes a threat to you.
I'm mostly worried about my Mind Controls, though the upside is that once I control something, I am the controller, and I can choose the color of the protection. Stealing new cards is going to be more difficult though.
Arkham, the 1920's. Investigators battle horrors from beyond time and space, risking life and sanity while conspiracies of cultists and malign servitors seek gateways for their outer gods to return...
Soon, the stars will be right! Great Cthulhu shall rise!
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The idea is that I'm trying to make a relatively friendly version of Zedruu. That is, it's about giving away actually useful things, hoping to escalate things so that I'm always the least threatening target. Until I start stealing stuff. There is some pillowfort in it to make me even less of a target; Stuff like Propaganda ofcourse, taxing attacks on me.
And that's where Wishmonger comes in; Instead of paying for Propaganda effects, I give opponents the option to keep their mana to protect their stuff and to get through stalemates this way, hoping they will kill each other off.
It's a double edged sword however, because it makes stealing things more difficult, and it also reduces my own ability to block. And the way the deck is made doesn't leave much room for artifact creatures acting as a deterent.
So, does anyone have experience with letting Wishmorger lose in a multiplayer environment? Any tips or tricks or other things I have to keep in mind while running it?
• Call of Cthulhu CCG Servitor for the Netherlands!
Arkham, the 1920's. Investigators battle horrors from beyond time and space, risking life and sanity while conspiracies of cultists and malign servitors seek gateways for their outer gods to return...
Soon, the stars will be right! Great Cthulhu shall rise!
Cue Flavor Text Here: manabarbs
On Topic, I would not run this card as it gives opponents too easy a time to protect their own stuff.
If adjusting the deck to fit it really isn't an option, then I wouldn't expect great results from it. If your aim is to be targeted less, perhaps you could aim for pillowfort cards that don't prevent an attack, but rather make the attack less profitable. Michiko Konda, Truth Seeker, Darien, King of Kjeldor, & Sun Droplet give you value in exchange for damage, but don't prevent you from being attacked. As well, they can be passed along by Zedruu to great political effect, unlike Propaganda & friends.
RRR - Bosh's School of Hard(cover) Knocks
Michiko Konda would fit as well, since I'm thematically inclined to run politicians. I can't really see how donating her could be much of an advantage, but I guess that's what Homeward Path or Brand is for.
One of the reasons I'm thinking of running it is Solitary Confinement, so either they all kill each other off using unblockable creatures before I run out of cards to pitch, or I can protect Zedruu so I can keep drawing cards despite being confined.
And indeed 'too many variables' is part of the charm, forcing mistakes.
• Call of Cthulhu CCG Servitor for the Netherlands!
Arkham, the 1920's. Investigators battle horrors from beyond time and space, risking life and sanity while conspiracies of cultists and malign servitors seek gateways for their outer gods to return...
Soon, the stars will be right! Great Cthulhu shall rise!
Though it may have some plus sides, I think it'll get out of control in the long run. Think of it like your pillow fort is all set, and they leave you there. Then out of the blue, they get to you since they were tunneling to get there.
Despite that tasty quote from Kamahl in Manabarbs, it's too much of a risk than a reward?
The suggestions on cards that "don't prevent an attack, but rather make the attack less profitable" are really good here. Michiko Konda, Truth Seeker is a thumbs-up for me too~
EDH DECKS
[to be updated
OTHER DECKS
The value Michiko and friends have versus Propaganda is that Zedruu provides the threat of donating something like Darien, King of Kjeldor to any player that gets attacked; and can be returned at any point via Homeward Path. This "effectively" provides any player that is favorable towards you with the benefits of your cards, unlike cards that impose an attack restriction.
Solitary Confinement can work this way as well, assuming Isochron Scepter with Brand imprinted, & can even negate the need for any player to discard a card to it, with proper timing.
RRR - Bosh's School of Hard(cover) Knocks
Pauper: Burn
Modern: Burn
Legacy: Burn
EDH: Marath, Will of the Wild - Ramp/Combo | Anafenza the Foremost - French | Uril, the Miststalker - Voltron | Freyalise, Llanowar's Fury - Goodstuff
Ghost Council of Orzhov - Tokens | Lazav, Dimir Mastermind - Control | Isamaru, Hound of Konda - Tiny Leaders
I'm mostly worried about my Mind Controls, though the upside is that once I control something, I am the controller, and I can choose the color of the protection. Stealing new cards is going to be more difficult though.
• Call of Cthulhu CCG Servitor for the Netherlands!
Arkham, the 1920's. Investigators battle horrors from beyond time and space, risking life and sanity while conspiracies of cultists and malign servitors seek gateways for their outer gods to return...
Soon, the stars will be right! Great Cthulhu shall rise!