I recently made a Zur multiplayer list, and you seem to go for largely the same strategies. Here are a few tips.
Winning is actully not as important as not-loosing. The reason is that you can't immediately win against 6 people, so you first need to worry about surviving. Once you stabilize, killing is mostly a formality. Sure, if you happen to deal 21 to an opponent as a side effect to setting up your defenses against other players, props to you, but it's not your first priority.
You need effects that defend against all players simultaneously. The absolute best card for this is Solitary Confinement. It forms a completely immune lock with Phyrexian Arena/Necropotence, Greater Auramancy and Copy Enchantment (copying auramancy). Only enchantment sweepers like Austere Command are an out to this lock, and you can probably afford to save your counters for those if you have the lock in place. It may seem like many cards to assemble, but it offers stellar protection from any win mechanism and is the most efficient way to handle multiple opponents available to you.
Despite your counters etc, Zur will not always get to attack even once, so you need back up defense in creature sweepers (which you run). Wrath of God and Damnation are the most important, beacuse they are cheap enough to also pay Vanishing mana in the early game. Catastrophe works similarly in that you can creature sweep when you don't have Zur, or land sweep when you do, leaving opponents no way to respond to him the next few turns (enough for you to seal the game). I personally find Planar Collapse a bit gimmicky - if it survives a lap around the board, you're better off getting Solitary Confinement usually.
To go with the sweepers, you should run a small reanimation package. Necromancy is king and I also like Puppeteer Clique and Beacon of Unrest (which you run). Some like Debtors' Knell, but I think it's win more. If you can protect enchantments like that, you're already winning. Creature stealing is another strong option in multiplayer (Memnarch, Treachery, Spelljack and Desertion are my top picks)- try to find a good balance between sweepers, reanimation and stealing effects. The only "beater" actually worth running is Magister Sphinx, since he complements your reanimated/stolen arsenal nicely, is a good reanimation target for multiplayer and you don't really care if he dies to a sweeper. Akroma etc. is not needed, as you will be winning through general damage most of the time. Magister Sphinx is an alt. win con unto himself (even against life combo!), whereas Akroma is better off being another stealing/reanimation spell.
Confinement lock, sweepers, reanimation and stealing should set you up rather strongly for defense. As an alt. win con I also recommend Mindslaver - rather than controlling the creatures, just control the player and make him fight your other opponents. I'd run it with Academy Ruins, Crucible of Worlds and Argivian Find so I can grab those three with Intuition and set up a strong recursion engine. Stuff like Memory Jar fits right in there too - keeping your hand filled is important when fighting the entire table.
In my list, I've trimmed the "Zur-enhancers" down to just three: Vanishing, Steal of the Godhead and Empyrial Armor. If I need to win quickly, I just copy empyrial with Copy Enchantment. Diplomatic Immunity is a wasted fetch IMO, as Vanishing will do a lot more, and having it on line is usually enough to deter opponents from spot removal anyway.
The rest is pretty much up to preference. I like to stock up on varied ways to handle problem generals. Stealing them works too, but Hinder and Condemn are fine for tutor-less decks, Prison Term and friends are excellent against something like Rofellos and Declaration of Naught is good against generals like Jhoira that can't be allowed to enter play at all.
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Winning is actully not as important as not-loosing. The reason is that you can't immediately win against 6 people, so you first need to worry about surviving. Once you stabilize, killing is mostly a formality. Sure, if you happen to deal 21 to an opponent as a side effect to setting up your defenses against other players, props to you, but it's not your first priority.
You need effects that defend against all players simultaneously. The absolute best card for this is Solitary Confinement. It forms a completely immune lock with Phyrexian Arena/Necropotence, Greater Auramancy and Copy Enchantment (copying auramancy). Only enchantment sweepers like Austere Command are an out to this lock, and you can probably afford to save your counters for those if you have the lock in place. It may seem like many cards to assemble, but it offers stellar protection from any win mechanism and is the most efficient way to handle multiple opponents available to you.
Despite your counters etc, Zur will not always get to attack even once, so you need back up defense in creature sweepers (which you run). Wrath of God and Damnation are the most important, beacuse they are cheap enough to also pay Vanishing mana in the early game. Catastrophe works similarly in that you can creature sweep when you don't have Zur, or land sweep when you do, leaving opponents no way to respond to him the next few turns (enough for you to seal the game). I personally find Planar Collapse a bit gimmicky - if it survives a lap around the board, you're better off getting Solitary Confinement usually.
To go with the sweepers, you should run a small reanimation package. Necromancy is king and I also like Puppeteer Clique and Beacon of Unrest (which you run). Some like Debtors' Knell, but I think it's win more. If you can protect enchantments like that, you're already winning. Creature stealing is another strong option in multiplayer (Memnarch, Treachery, Spelljack and Desertion are my top picks)- try to find a good balance between sweepers, reanimation and stealing effects. The only "beater" actually worth running is Magister Sphinx, since he complements your reanimated/stolen arsenal nicely, is a good reanimation target for multiplayer and you don't really care if he dies to a sweeper. Akroma etc. is not needed, as you will be winning through general damage most of the time. Magister Sphinx is an alt. win con unto himself (even against life combo!), whereas Akroma is better off being another stealing/reanimation spell.
Confinement lock, sweepers, reanimation and stealing should set you up rather strongly for defense. As an alt. win con I also recommend Mindslaver - rather than controlling the creatures, just control the player and make him fight your other opponents. I'd run it with Academy Ruins, Crucible of Worlds and Argivian Find so I can grab those three with Intuition and set up a strong recursion engine. Stuff like Memory Jar fits right in there too - keeping your hand filled is important when fighting the entire table.
In my list, I've trimmed the "Zur-enhancers" down to just three: Vanishing, Steal of the Godhead and Empyrial Armor. If I need to win quickly, I just copy empyrial with Copy Enchantment. Diplomatic Immunity is a wasted fetch IMO, as Vanishing will do a lot more, and having it on line is usually enough to deter opponents from spot removal anyway.
The rest is pretty much up to preference. I like to stock up on varied ways to handle problem generals. Stealing them works too, but Hinder and Condemn are fine for tutor-less decks, Prison Term and friends are excellent against something like Rofellos and Declaration of Naught is good against generals like Jhoira that can't be allowed to enter play at all.
A series of seven articles using Magic to explore the very stuff of the Universe!
"At least for those who can play cards, their present incarnation is not quite wasted."
[Click here for the articles!]