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  • posted a message on Multiplayer ProsBloom
    Quote from Aereas

    Crop Rotation seems like a natural addition if you want to go with Glacial Chasm. Halls of Mist is another janky non-land land which might be able to buy you enough time to set up. They amount to the same thing overall.


    Re-read Halls of Mist. It's a horrible card that doesn't come close to being as powerful as Glacial Chasm. I also dislike Crop Rotation with the Chasm because you wind up saccing 2 lands in the process. Cards like Expedition Map, Beseech the Queen, Syphon Mind, Demonic Tutor, etc. are just plain better. They're not restricted to tutoring for lands alone (except the map) and they don't force you to sac a land.
    Posted in: Multiplayer
  • posted a message on Defender-Exsanguinate deck
    Needs more Channel. Don't go for 2-3, Exsanguinates, win off of 1.
    Posted in: Multiplayer
  • posted a message on Qwerky Mass Polymorph deck.
    I guess I just don't understand why you chose Quirion Dryad. If it were me, I would play this deck like Dragonstorm. I would time it so that the turn after MP hits cards like Lotus Bloom and Ancestral Vision would come off of Suspend. This would allow me to to power out cards like Gush, Blazing Shoal, Cave-In, Bedlam, Dark Triumph (maybe fueled by a token generating spell/land), Fury of the Horde, etc. and crush faces. Even Rouse is 6 damage for 2 life (or 12 if you get 2 attack phases).
    Posted in: Multiplayer
  • posted a message on Qwerky Mass Polymorph deck.
    Have to ask, but what exactly are you looking for? You clearly made your deck as horrible as possible, because anyone could do the same thing with Pack Hunt and not waste 20+ deck slots on frivolous cards. It's a combo deck that combos into nothing, you need 4 creatures and 6 mana to ramp into some 2 mana creatures. If they were good creatures like Taurean Mauler, Forgotten Ancient, Mortivore, maybe a Multani, Maro-Sorcerer, etc. then it wouldn't be so bad. The creatures you've chosen are just terrible, and this deck doesn't even have a good way to put counters on them. I mean you lose to a Damnation. Yes, you can Reminisce and pray to God that you'll eventually draw the cards you need, but let's be realistic here; you lose if someone plays removal. It's that simple. After all, you don't even use tutors or draw. Your theory of "resetting" and "comboing" again seems almost impossible unless you cheat and stack your top decks for the entire game. You're not getting cards any other way. What it boils down to is that I don't see what your plan is at any stage of the game.

    I don't get Pegasus Stampede either. Sacrifice a land? Really? In multiplayer? Overburden seems out of place too. It's not play creatures, it's "puts on the battlefield." Pretty sure the Drayds will force land bounces themselves. I really don't see how cards like these do anything other than set you way behind. After all, you want to play spells when your Dryads are out, not lose all of your lands.

    So I'll ask again, what exactly are you looking for?
    Posted in: Multiplayer
  • posted a message on Multiplayer ProsBloom
    You have an awesome win condition but absolutely 0 defense or removal. At this point any minor changes to the combo itself are pretty irrelevant, because its always going to kill when it goes off. A card changed here or there won't matter.

    You need some actual protection in this deck. With all that tutor and draw, I'm thinking stuff like Web of Inertia + Planar Void/Leyline of the Void, Glacial Chasm + Eon Hub, things that will make you really hard to attack period.
    Posted in: Multiplayer
  • posted a message on Multiplayer Jund version 2
    Mortivore > Spiritmonger but you could always use both. Trample isn't that important in a deck packing deeds and ultimatums after all.

    The deck has a lot of small creatures, dunno what purpose they serve. Play bigger threats. You'll also need revival, so look at cards like Oversold Cemetery, Diabolic Servitude, Phyrexian Reclamation, Grim Harvest, Haunted Crossroads etc. I wouldn't suggest using the latter unless you also had some good draw though (Syphon Mind, Mind's Eye).

    I wish the deck had more creatures like Taurean Mauler, Forgotten Ancient, Multani, Maro-Sorcerer, Verdant Force, War Elemental, Avatar of Fury, Avatar of Woe, Vulturous Zombie, Lord of Extinction, Magnivore, etc. and less small, dinky creatures,
    Posted in: Multiplayer
  • posted a message on bustin RED's party
    Circle of Protection: Red :O!
    Posted in: Multiplayer
  • posted a message on Has anyone ever tried attacking the control player?
    Quote from ljossberir
    As we discussed in my deck thread, I find that playing control makes you more likely to be a target in my meta, not less.

    Everyone appreciates your insight here, it's just that metas can vary quite a bit. It's not true that none of them are anti-control, many are.


    Oh I wasn't just referring to just you. I've been posting on forums like these, the one on the wizards main site in particular, for many years. This is just a general observation. I find that, on average, most areas take a passive stance against control.

    Quote from ljossberir

    But there is also spot removal that doesn't hurt card advantage. If you're playing it right, it shouldn't.


    This part I don't really agree with. If there's a topic that I'm very stubborn about it's card advantage in multiplayer. Let's pretend we play in a 6 player FFA. For every card that I draw, 5 other players are also drawing one. Even if I play Annihilate I'm still never generating card advantage because I would have to account for all 5 of those other cards in order to "get ahead." Annihilate still gives card disadvantage in my mind, just less so than Terror.

    Examples of cards that do provide card advantage, in my mind, are Syphon Mind and Rhystic Study. Using Syphon Mind, we can see that my one card not only draws me 5 cards, but also forces 5 discards (let's just say that everyone has something to discard for argument's sake). As such, this card puts me head because the card I drew accounted for the equivalent draw of each of my opponents AND THEN SOME. Mathematically that put me ahead of the field. Mass removal can often generate card advantage as well, especially if you lose nothing a few players sac more than one creature.

    Some people don't agree with this point of view, but I've never been convinced that you can easily generate card "advantage" in multiplayer. As I've said earlier, advantage, in my mind, means you're mathematically ahead of the field. Cantrip effects don't put you ahead in my opinion, they just put you "less behind." I've yet to see an example of spot removal not causing insane card disadvantage in the early stages of a multiplayer game.

    Quote from ChefStiX
    Without commenting on everything said in this whole thread here just wondering why you assume control decks can't do anything against being attacked by creatures every turn? Hello Humility, Propaganda, Ghostly Prison, Opposition, Worship and heck any number of other generic anti-creature cards.


    That is not my argument at all. I feel like you didn't even read my post because I've never said anything even close to that. I've made other posts in this thread that express my love for cards like Glacial Chasm and No Mercy that can easily protect control decks from creatures. I've also went on to list decks that with 90% of games in my meta as well. I know how to build control decks that win games, that was never the purpose of this discussion. The actual purpose of this thread isn't to help the control players, it's to showcase to aggro players how weak spot removal is as a deterrent to their attacks. What you're discussing is a properly built Parfait deck that is filled with global protection. This is the kind of deck I want people to play. I do have some issues with some of your card choices, but on the whole it's a very strong deck. I'm not saying that control decks can't handle creatures; they can. The problem is that they should have to work for it, and I feel like too many control decks are getting by with too little defense. This was never about spot removal vs global removal, or how to build a control deck. This post is trying to help newer players who do nothing but play creature and sit back until they lose. Attacking is such an underrated tactic in multiplayer magic, and I want more people to do it. Don't worry about cards like Terror, they don't actually protect the control players very well at all. That's what I'm trying to say.
    Posted in: Multiplayer
  • posted a message on Has anyone ever tried attacking the control player?
    Quote from ExpiredRascals
    The way it works in our group is that first, the control player will run a blocker, something like fog bank or wall of blossoms. Second, they will have the wraths to back up any threat they make. Want to know a great way to lose your army? swing into the guy packing 12 wraths. yeah, that works...


    I guess my problem is what exactly is the long-term plan? This isn't directed solely at you, but everyone who has that mindset. Those wraths are never going away. If the aggro players kill off each other and leave the control players for last, you better believe they're going to win. They still have 12 wraths after all. If you play a creature and attack them, they can either wrath or take it to the face. There's only so many times that they can wrath 1-2 creatures/ eat free attacks after all. When you ignore a player because he can kill a few creature you control, you give him free reign to dominate you all game. You'll never win the game by ignoring him, you just might come in 3rd instead of 5th. I don't know why anyone would aim for 3rd when they could aim for first. Force them to wrath early, often, and on as few creatures as possible. The longer you wait, the more likely you'll lose the game. At least the players in your area also field hard defense like Fog Bank. Cards like these provide them with some solid defense that doesn't disappear after 1 use. This is the kind of card they should be forced to play.

    Quote from Saben
    This is just absolutely not true unless your meta never changes.


    Not really, try playing a Contamination deck, a Limited Resources deck, a Balance deck, or a Pox deck. You'd be surprised how hard it is to win the game when players don't have access to mana. The key to winning multiplayer games is to stop other players from winning. That's very easy to do with certain colors like Black and White. It's not hard to lock people at 0-2 lands and win with... well anything really. Most decks can't win off of 2 mana, as long as yours can you're golden. I like the Mindcrank + Bloodchief Ascension combo because you don't need a lot of lands to fuel it, just 2. Like I said before, multiplayer has "tiers" like everything else. There are some decks that can win almost every game in the right meta. Some players might not want to play these decks, but that doesn't mean that you can't build a deck that will win almost every game. I mean just think about how brutal Limited Resources would be in a 6-8 player game. Most people wouldn't even have 2 lands! Not many decks can work off 1 mana. Just make sure the deck has Enlightened Tutor and maybe some other 1 mana tutors to ensure that you'l have it out by your second turn. Try it yourself and tell me how many games out of 10 that you win. I want to stress that I'm not suggesting that most decks and strategies are surefire wins. It's a very small subset of decks and strategies that are. Still, I'd be willing to wager that if you let me build your decks, I could make ones that would almost never lose. They'd all cheesy and annoying as Hell, and everyone would hate you for it, but that doesn't mean they wouldn't win.
    Posted in: Multiplayer
  • posted a message on Has anyone ever tried attacking the control player?
    Quote from Saben
    Hey let's keep it civil please.


    Quote from Saben

    The whole premise of this thread is snip anyway. "Has anyone tried attacking the control player?" [sarcasm] no, noooo why would you ever attack the control player? no one does that! [/sarcasm] cmon bro...


    Lol, so much for wanting to keep this civil... Funny how a person's attitude can change so quickly. Again, take a look at the posts in these forums. Take a look at mine in particular, I always tell players to ditch spot removal and always get "but it keeps me alive" thrown back at me. I had a reason for making this thread.

    Quote from Saben

    I thought this whole debate was global removal vs spot removal and now you guys are talking about defensive artifacts and enchantments.


    I never said that anywhere, the point of this thread was to promote the idea of attacking the control players who hide behind spot removal. I've said this many times and the original post has nothing to suggest otherwise. I am not debating the best removal to use in multiplayer; I never said that all control decks should rely on sorcery speed, global removal.

    Quote from Saben
    This once again proves my point that MAGIC IS SITUATIONAL AND THERE IS NO ONE SURE-FIRE WAY TO BUILD A DECK. HOW MANY TIMES MUST I REPEAT MYSELF!


    You've proven nothing. I've argued that I can handle big FFA games in creature-heavy metas with mass removal, Glacial Chasm, Contamination and Ensnaring Bridge. This is not a lot of cards, this is a tiny subset of cards that works in most cases. Magic is less situational thank you think, you do not need to use a lot of cards or consider a lot of options. You can win by sticking to a select few cards that are extremely effective at what they do. Every format has their dominant decks and archtypes. Multiplayer isn't some grand exception where everything is viable and there's no tier 1, tier 2, tier 3, etc. decks. I'm reasonably certain that I can build a "surefire" deck that will win most games. You can't win them all, but that's true for every deck in every format.

    quote fixed the second time. editing after moderation infracted.
    blut
    Posted in: Multiplayer
  • posted a message on Has anyone ever tried attacking the control player?
    Quote from Saben
    Ok here's another situation for you. Your opponent has Skithiryx, the Blight Dragon in play. He swings at you and casts a double giant growth on it. In response you cast... wrath of god? No, obviously path to exile is way better here.

    Listen, my whole point here is that magic is situational. I've said it twice and I'll say it again. Different situations call for different cards. Yes, in multiplayer, global removal TENDS TO BE better than spot removal, but to completely dismiss spot removal is naive.


    Quote from Brainfreeze43
    The problem with this in the case of damnation vs terror that is mentioned is that atleast in the groups we play in (6-10 players) damnation affects more players so while you do wipe the board unless you have a way to complete the game at that time or additional board wipe to back it up, you are now a target and will be removed from the game by aggro players prior to other available targets.


    As I said in my previous post, I do not rely on sorcery speed removal. I use cards like Ensnaring Bridge and Glacial Chasm to prevent the exact situations you've described while simultaneously preventing the attacks from every other player as well. There are a lot of cards that deal with creatures that don't disappear after 1 use. I feel like for whatever situation you name I can name a card that handles it. I don't use Path to Exile nor will I ever, and I handle creatures that "1 shot" me fine. I play Damnation in aggro metas and follow it up with Contamination to prevent them from playing other creatures. Since Black cant deal with enchantments, it's usually hard for them to come back from there. Eon Hub/Gibbering Descent + Glacial Chasm usually works too. Heck, I'll even pay the life since I'm winning with Exsanguinate anyways. I can easily keep it around while I burn everyone to death. In a 10 player meta an Exsanguinate for 5 is getting me 45 life, that's more than enough to draw my deck via Necropotence/Yawgmoth's Bargain while paying Glacial Chasm's cost. From there I just Exsanguinate every turn until I win. Easy money.

    I understand why some people think Path to Exile is good, but I guarantee you that you don't need it to handle a pumped, hasted, evasive poisoner. Does it work? I guess, you'll stop one creature from 1 player. My way stops every creature from every player. I'll take that instead.
    Posted in: Multiplayer
  • posted a message on Has anyone ever tried attacking the control player?
    ***I want to point out that I never said you could only use mass removal. I frequently use cards like Glacial Chasm, Ensnaring Bridge, Mortivore, No Mercy, Koskun Falls, Wall of Shadows, etc. that make it very difficult for people to attack in to me. I don't like spot removal, but I'm not saying that you have to exclusively use mass removal for defense. I love "rattlesnake" permanents that scare people off. This isn't directed soley at you, Saben, I'm just making it clear that I don't think that sorcery speed mass removal is the be-all-end-all of multiplayer. There's a lot of cards to consider that don't fall in either category.***

    Quote from Saben

    I think the problem with the wall of text your wrote is that you assume people don't attack control players... what? Your whole point was to attack the control players? Are you serious? Why would someone not attack the control player to begin with? That's ludicrous.


    Look at every post I've ever made on this forum/other multiplayer magic forums. I always suggest that players removal their spot removal in favor of other cards. More often than not, they tell me that players don't attack them because they might have Terror in hand. People attack control players in my meta all the time, this is not a problem for me. It's every other meta that I'm worried about. If you think that control players get attacked in other metas, talk to the people on these boards. You'll get the same feedback I get. I am just as baffled as you, I cannot for the life of me understand how every control player gets away with murder.

    Quote from Saben

    Take this situation: one of your opponents plays a creature. They attack you once next turn. You have damnation in hand and don't want to cast it because your waiting for more creatures to hit the board. You continue to take damage.


    This is completely true and a great way to punish control players. Trust me, this happens to me all the time lol.

    Quote from Saben

    In that same situation, you decide to cast you damnation so he can't attack you next turn. In that case, does it matter if it was a damnation or a terror? It makes no difference because you killed his creature and he can still play another one.


    Yes it does. One card kills creatures like Phantom Centaur and Giant Solifuge and one does not. One card also kills each creature from each other opponent should they have any. I feel like it's incredibly shortsighted to suggest that Terror will often times be equivalent to Damnation because 95% (or more) of the time that won't be the case. A lot of spot removal has restrictions in that they only do X damage, they don't kill creatures of X color(s)/artifacts, things of that nature. It's also mostly targeted, which makes it impossible for them to deal with Shroud and protections. Cards like Diabolic Edit crumble if they have any other creature, which doesn't make them much better. I would argue that Terror and Damnation are 2 completely different cards and will rarely, if ever, have the same functionality in a multiplayer setting. While this sort of thing is possible, I would say that situations like these are improbable to occur. As such, I do not agree with this assessment of the 2 cards. I would argue that what you've described in much more likely to occur in a duel, that is a 1v1 game, and almost never in a multiplayer setting.

    Quote from Saben

    In that same situation, you have terror instead of damnation, and you cast it at instant speed as he attacks you, preventing any damage. You just taught him a lesson about trying to attack you, and you don't have to wait til next turn to kill his creature with a sorcery, after you've taken the damage.


    And now the Terror is gone. This is my point. He's used it, it's gone, the other players can openly attack him now. Furthermore, if the aggro player has revival or draw, he'll gladly trade creatures for cards if the creatures come back for free. Terror that 3/3 made from Centaur Glade, another is coming at you next turn. You don't win this trade.
    Posted in: Multiplayer
  • posted a message on Has anyone ever tried attacking the control player?
    Quote from killem2
    I don't think you understood my reply. I DO know, how it feels as I am a control player and a combo player, and I know how hard it is to deal with creatures on a full load. However my statement is true. If the group is comprised of nothing but 1 v 1 decks that just happen to be in a free for all, there is going to be enough removal going around the table for all these little threats to be dealt with.

    The moment one person breaks that shell and starts building above and beyond the scope of 1 v 1, that person will start winning. That's all I was saying. So you might understand why some people still use single target removal.

    However, if I was any of the people on here and after reading this post and others, and realized that I COULD be the person that breaks that shell, I would do it in a heart beat.


    Fair enough. I guess I just don't consider the possibility of not building for multiplayer when playing in a multiplayer environment. It seems like a really good way to have some really long, boring games where everyone's chance of winning is 1/N where N is the number of players. At that point you may as well roll a die. It's almost the same thing and you can get way more games in over the course of the evening o.O.


    Quote from Saben
    I think your logic is a little off. You need a good balance of global removal and spot removal. Different situations call for different cards. You can't make one general rule that applies to all multiplayer games. Playgroups are different as well.


    If you can tell me why spot removal is good I'd like to hear it. I'm going to throw your logic right back at you. You said that we NEED (your words) a good balance of global and spot removal. Why? You're making laws but then go on to say that I can't? I'll say it again, you said that we NEED a balance. That's not open to interpretation, you're saying that we have to use both. Do you have anything to defend this argument or are you just making things up? I feel like, if nothing else, I'm trying to defend my claims based on the results of the hundreds of multiplayer magic games that I've played over my lifetime. You're just making a law and providing no explanation as to why you feel it should be mandatory that all decks field spot and global removal. I'll gladly discuss this with you, but only if you provide some arguments to debate. You can gladly refute my arguments and tell me where I went wrong, but you can't just say that I'm wrong without addressing anything that I said. Give me specific examples.

    Moving on, I never said anything about rules or laws. I'm simply hinting that the next time someone tries to sit back behind spot removal, you pressure him with your creatures. When you let a control player control the game, you let him win. That's what his deck does. I'm suggesting (not commanding) that players should attack them instead, because my years of experience have taught me how vulnerable control/combo decks are to continuous pressure. I'm not saying you can't play spot removal, I'm just saying that creature-based decks shouldn't be afraid of it. They can destroy players who try to hide behind cards like Terror. People can still use spot removal if they want to lose, that's their call. Nevertheless, aggro players should, in my mind, stop letting them get away with murder. Every day I come these boards and everyone has 4 Terrors (just my standard example of spot removal, this can be anything from Lightning Bolt to Vindicate) as the only removal in their control-ish decks. That is nothing, that won't save you from the 3 and 4 drops and you should be dead by turn 6-7 every game. Aggro players should be aware of this and should try attacking for a change. I don't get the "sit back and wait" mindset that makes so many players lose the game.
    Posted in: Multiplayer
  • posted a message on Has anyone ever tried attacking the control player?
    Quote from killem2
    Well said. Smile I think the reason so many people fall into this single target removal is, the first aspects of MP they get into is, 3-4 people playing with decks that are able to be played in standard. And I suppose if everyone played with duel decks in an mp game that would work. Doesn't work where I play.


    It shouldn't work where anyone plays. I wish everyone who played multiplayer magic could read this post because it's the most important lesson I've ever learned and I feel like everyone could benefit from reading it. You have no idea how hard it is for me, as a combo/control player, to deal with being attacked by creatures. You don't need to wait until you have 15 power, send your 2 power at him. IT WORKS. I KNOW IT WORKS. I've lost to 2/2s and 3/3s more times than I can count. I lose to those creatures way more often than I lose to 26/26 tramplers. Spot removal is bad and you can easily punish people for using it. You should be punishing them too because once those players are gone you get that much closer to winning the game. It's basic tournament strategy to "cooperate" (not conspire) and take out players if you can. After all, it means that the players involved are that much closer to winning/ get a bigger share of the prizepool. Think about playing poker. If some guy is all-in in the big blind then (almost) everyone should call his all-in, check down to the river, and flip their hands over to take him out (you know what I'm trying to say, don't argue specifics about betting sets on the flop to avoid losing to flushes by the river). The same thing is true for control players. Attack him until he has no removal, then every other aggro player should attack him to take him out. With a player gone they are that much closer to winning, and so it's in their best interest to hit him when he's open like that.

    Control players are not invincible, they are weak as all Hell most of the time.
    Posted in: Multiplayer
  • posted a message on Has anyone ever tried attacking the control player?
    Something that I've noticed all my life while patrolling multiplayer magic forums like these is that players seem to feel like spot removal and counterspells are worthwhile cards to use in a multiplayer environment. As a 7 year multiplayer veteran, who plays almost exclusively combo/control decks, this blows my mind. I'd like to propose something to all the aggro players out there. It's going to sound crazy at first, but I think you'll come to appreciate the strategy in time. Ready? Attack the combo and control players.

    I'm going to give you some insight as to why this simple little suggestion can dramatically improve your chances to win a multiplayer game. As I said earlier, I never touch aggro decks myself, and so I know a lot about what it takes to win while playing control decks. The key to winning the game is to dominate the psychic battle. If you play a Terror there's a chance that you'll have another one and so players will avoid you like the plague. After all, they don't want to lose their precious creatures. So this is exactly what I did for about the first 2 years of my magic career, and I pretty much took every mutiplayer game we played. Yep, it felt great to be on top. Didn't matter what deck I used, what combo I tried, I always won because I could scare other players away with my spot removal. I was king of the castle and life was good.

    After about 2 years I started making some magic friends who played competitively at FNMs, regional events, etc. My little circle of brothers and school friends soon grew into a massive sphere of real magic players. Like a lot of players, they really enjoy casual, multiplayer games. As such, they played FFAs, they cubed, they played EDH, etc. Inevitably I got into all of these new "formats" as well, and my new playgroup was formed.

    Naturally I used the same tactics that I'd been using successfully for years. If it ain't broke don't fix it right? Well guess what, something changed. People, and you might to brace yourself for this, attacked with their creatures. I know that a lot of you reading this are gasping for air, so I'll give you some time to recover.

    ...
    ...
    ...

    We all set? Good stuff. Anyways, the point is that if a player was open, creatures would be turned sideways without hesitation. Now, a lot of players are thinking "yeah but if I attack the control player then the other aggro players can attack me." That actually doesn't happen nearly as often as you might think. You see, aggro players are often playing creatures (almost) each turn which means they usually have a nice big blocker. After all, creatures tend to get bigger as time go on and as players get access to more and more mana. This means that previously played, smaller creatures can't exactly attack into the new, bigger threat. But guess who has no defense at all? The control player. He naturally becomes the best target to attack, and you want to be attacking as much as possible. Well, that was me. Suddenly I was being pressured every turn by almost every other player. Uh oh, the king was in trouble.

    So here I am, in a new place with a new circle of players, and suddenly my world is shattered. Yeah, I Terror one 3/3. Guess what, it's gone (my Terror that is). My big reveal, my big secret, my big tip to all you aggro players out there: players have way less removal than you give them credit for. No one fills their decks with spot removal; you can't ever win a game playing like that. He'll probably have maybe 4-6 copies and beyond that it's normal cards. As such, if the control player uses his Terror he probably doesn't have many more and you want to be pressuring him as much as possible. When people use spot removal THEY ARE OPEN. Do not sit back, that is exactly how you lose the game. It's a green light to attack, not a red light to halt. Do not give in to the mental mind games!

    Furthermore, it's actually not a bad idea to invest in some combo/control hosers, especially if your creature-based decks have a decent amount of revival and/or draw. A lot of people look at Blastoderm, Phantom Centaur, Calciderm, Giant Solifuge, etc. and see bad-mediocre cards. Do you know who ☺☺☺☺s their pants when these cards hit the field? Control players. If you have a 4ish power creature with Shroud, protection from Black, (often times) Haste, etc. you can KILL them most of the time. Not just hurt, kill. What it boils down to is that they need a card like Damnation or they're dead. Trust me, it is really freaking hard for a Black player to handle a Phantom Centaur, especially if you can revive him with Genesis or whatever. Cards like these aren't always the best way to win creature wars, but investing in single creatures to outright kill players isn't bad at all. Don't overlook creatures with Shroud or who have protection from Black/Red, they really screw over most control players.

    I'm urging everyone to, for once in their lives, pressure the guy with spot removal with their creature-based aggro decks. It shattered my world and forced me to play real decks with real cards that could handle the pressure from so many players. I started hating spot removal because I realized just how useless it is if people actually attack instead of sitting back and doing nothing for 20 turns. Don't mass an army before you make a move, apply pressure continuously. It's such a good counter that it's almost like cheating. Dethrone the kings of your meta who sit back and win every game; punish them for manipulating you into not attacking them. Beat the people like me who use you like puppets to kill the other players. Play a creature and send it straight at the guy who can kill it. I guarantee you that the next one will get through. All you need is one turn, one opening, and then every aggro player can send their attackers at his direction. It's not conspiring, it's not teaming up, it's just the best play to make given the situation. Kill him off and make him hate those Terrors as I have. You won't regret it.

    That's all I have to say.

    censor evasion fixed and warned.
    blut
    Posted in: Multiplayer
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