I need some help to decide for a deck. I've got a Commander playgroup. We play Multiplayer mostly, and obviously there are alliance, even "teams" made prior to games. But my mindset is different. I'm very individualsitic and don't like teamwork too much. I prefer to win by myself. I've tried decks like Karador Combo or Ezuri elves combo, but my group tends to target me first, like an archenemy. So, is there a deck that can win individually against a multiplayer table? I prefer aggro/fast-paced decks, but I'll try everything except pure control/lockdown.
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
I think the reason they target you first is because you play a dedicated combo deck designed to 3v1. Perhaps if you played a noticeably "softer" deck they wouldn't hound like you're the archenemy. Aside from different combo decks im not sure you can play 3v1 and win without going stax or a faster combo as aggro certainly wont effectively get 120 before they kill you.
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EDH BRGKresh the BloodbraidedBRG, A box of lands and ideas.
Modern: RG Titanshift. A deck made of cards too stupid for EDH.
Retired: Lots. More than I feel you should suffer through or I should type out.
Any deck that can win vs 3 other decks has to be one that is at a much higher power level than the other decks or played by a much better player. What constitutes a much higher power level depends on what your opponents are playing. If their decks aren't too crazy something like Edric counters and flying men or TeferiPool could take on the table but it might take something even more broken to beat three decks depending on what they are.
The nature of a FFA is that not ending up in a fight vs a greater number of players is a skill, if you choose to forgo that you are putting yourself at a disadvantage.
You can always go politics and win with trades and deals (albeit slower). Queen Marchesa is a good example of such, since you can build her pure defensive and let others kill themselves. Such decks usually have enough token generators to maintain a good offense when the time needs it.
With the right build, you'll win 95% of all games you get Zur to stick to the board for more than 2 turn cycles. My advice is to usually (if not always) find Necropotence first, given that it'll help you find anything you may need if Zur should not live to swing again.
I think that if you're playing alone against a group of people, your best bet is to either use game ending combos quickly, or to use alternative methods of winning. What do I mean by "alternative methods"? One word.
Infect.
I run Tainted Strike in my partners deck to great effect. One shot, instant speed "Destroy target player" is really good. You can put it to even greater use by running a dedicated proliferate deck. Atraxa is very helpful with that. Building Infect would go a long way to making sure you can kill people very quickly. If you can even take a single person out in the early turns of the game, suddenly you have only two other people to deal with, which makes winning all the easier. Green gives you combat boosts, blue gives you counterspells. Black gives you tutors, and white is just icing on the cake. I'd look into those aspects if you wanted to have a good hand against multiple people.
Purphoros, God of the Forge shocks everyone every time a creature hits your side of the table. He's an all-star in my Rith, the Awakener deck.
On phasing:
BRGKresh the BloodbraidedBRG, A box of lands and ideas.
Modern:
RG Titanshift. A deck made of cards too stupid for EDH.
Retired: Lots. More than I feel you should suffer through or I should type out.
The nature of a FFA is that not ending up in a fight vs a greater number of players is a skill, if you choose to forgo that you are putting yourself at a disadvantage.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
With the right build, you'll win 95% of all games you get Zur to stick to the board for more than 2 turn cycles. My advice is to usually (if not always) find Necropotence first, given that it'll help you find anything you may need if Zur should not live to swing again.
Infect.
I run Tainted Strike in my partners deck to great effect. One shot, instant speed "Destroy target player" is really good. You can put it to even greater use by running a dedicated proliferate deck. Atraxa is very helpful with that. Building Infect would go a long way to making sure you can kill people very quickly. If you can even take a single person out in the early turns of the game, suddenly you have only two other people to deal with, which makes winning all the easier. Green gives you combat boosts, blue gives you counterspells. Black gives you tutors, and white is just icing on the cake. I'd look into those aspects if you wanted to have a good hand against multiple people.
Momir Vig, Simic Visionary Primer UG