Soul Syphon
Syphon Flesh
Syphon Hand (or whetaver it's called)
Exsanguinate
Soul Conduit
The drain 2 spellshaper from Time Spiral
A fair number of the Commander Deck unique cards. ("enchanted creature gets pumps and can't attack you").
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When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
As per Hawk's post above. The six animal tropes defined by Anthony Alongi many moons ago to pigeonhole a card's function.
Rattlesnake = A card no-one wants to touch or go near (i.e it wards people off - example being No Mercy, Dread).
Gorilla is self-explanatory. Anything big, fat and obnoxious.
Spider = a card that traps you into making a poor play and then makes you pay for it.
Pigeon = a card that feeds off having more people around (e.g. Verdant Force, Syphon Soul).
Plankton = a card that feeds everyone (e.g. Howling Mine, Mana Flare).
Cockroach = a card that is impossible to kill off, or keeps appearing recursively (e.g. Bloodghast).
Spiders: There aren't too many cards that can trap a whole table at once, really. I'm personally fond of Rout and Wild Ricochet (which is underratedly brilliant in MP).
The Multiplayer forum has a couple of decent guides stickied at the top if you want more ideas on good MP cards (Disclaimer: One may or may not be mine).
Spiders: There aren't too many cards that can trap a whole table at once, really. I'm personally fond of Rout and Wild Ricochet (which is underratedly brilliant in MP).
The Multiplayer forum has a couple of decent guides stickied at the top if you want more ideas on good MP cards (Disclaimer: One may or may not be mine).
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You've got a rat in your walls, and cheese won't solve anything.
Though my price limit is more like $1.50 or so. My white was pretty weak so I found some powerful but cheap big white bombs to add recently: Windbrisk Raptor, Mass Calcify, Storm Herd. I've added many three color cards such as dragons because I've found that they are very cheap for the power level compared to single color cards. Treva, Teneb, Crosis, Dromar, etc. As mentioned Exsanguinate is massive in FFA but another benefit is it's under $1.All the three color lands were worth buying for me as well (Arcane Sanctum, Crumbling Necropolis, Jungle Shrine, Savage Lands, Seaside Citadel). Others I like for the money are Rude Awakening, Verdeloth the Ancient, Brightflame. One of my pet cards is Fade Away. Cards I would buy first if I had more of a budget, based on experience playing with a high powered cube: Recurring Nightmare, Goblin Welder, Eternal Dragon, Memnarch, Time Stretch.
Most of these are from my multiplayer deck, it's the only thing I've ever dedicated to multiplayer. I'd suggest looking in the EDH multiplayer forums as well. Since cube and edh are sorta related and the multiplayer stuff doesn't really change between formats.
Creatures that just attack and block are in general going to be less useful, you need to get more out of your creatures. Either repeatable abilities (especially those that don't require tapping) or abilities like Vigilance that allow the creature to do something in addition to attacking are what you're looking for. Some that I think are particularly good are Urborg Syphon-Mage, as was mentioned above, Silklash Spider, Falkenrath Noble, Bloodshot Cyclops, Sun Titan, and Invisible Stalker (yeah, it's a little slow, but it's really hard to deal with and can always attack the player you want it to attack).
For spells, the 1-1 removal spells are a lot weaker, as is burn directed at only 1 creature or player. Likewise, counterspells are a bit weaker as well (although if you're playing team games rather than free-for-all, I think counterspells are quite good).
Blue's stealing and copying effects are good if everyone is running good multiplayer creatures, and Blatant Thievery is the best of the bunch.
As described above black has a whole addition of syphoning cards that are all very sweet, and Exsanguinate is ridiculous.
Red kinda gets the shaft - Pyroclasms are okay but weenie decks aren't really that common in multiplayer. The red mage at the table may have to lay low for a while, but depending on how your playgroup works, if delivering the final blow on an opponent is important for your group, than red can bide its time until the powerful X-burn spells can finish the job, and for even more damage, use Insurrection.
As multiplayer games can be more "battlecruiser magic" than one on one, green's ramp spells are still very good and can give you a huge battleship early.
Lands that have an additional ability other than producing mana are real good, however manafixing lands, while still good, are not as essential as in 1-1 games. As the games tend to be longer, you will generally have more turns to draw the lands of the appropriate colors. I'd take them over sideboard cards (because really, sideboarding in multiplayer is silly, you need to be prepared for everything the first time around) but not over a spell that'll make my deck.
This is by no means comprehensive, but this has generally been my experience in multiplayer.
tappedout.net/mtg-cube-drafts/multiplayer-cube/
Syphon Flesh
Syphon Hand (or whetaver it's called)
Exsanguinate
Soul Conduit
The drain 2 spellshaper from Time Spiral
A fair number of the Commander Deck unique cards. ("enchanted creature gets pumps and can't attack you").
White:
Rattlesnake: Windborn Muse, Ghostly Prison, Seal of Cleansing, Norn's Annex, Soul Snare, Martyr's Bond, Aurafication, Archon of Justice, Aura of Silence
Gorilla: Day of Judgment, Balance, Armageddon, Phyrexian Rebirth, Austere Command, Akroma's Vengeance, Twilight Shepherd, Sun Titan, Crovax, Ascendant Hero, Adarkar Valkyrie, Ajani Goldmane, Luminarch Ascension
Spider: Harm's Way, Shining Shoal, Path to Exile, Swords to Plowshares, Village Bell-ringer, Safe Passage, Surprise Deployment, Wing Shards, Waylay, Stonecloaker, Condemn
Pigeons: Congregate, Celestial Force, Phyrexian Rebirth (again), Soul Warden/Soul's Attendant/Auriok Champion/Suture Priest, Reverse the Sands, Gideon's Avenger
Cockroach: Angelic Renewal, Proclamation of Rebirth, Reveilark, Twilight Shepherd (again), Mobilization, Enduring Renewal
Plankton: Alliance of Arms, Vow of Duty, Armistice
EDIT: I fail at keeping up in price; several of these are no longer budget
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
It's power scales sharply as you add more players and it is very interesting as a draftable strategy.
Body Count: GRRRUUUUUUUUUUU
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what does this mean?
As per Hawk's post above. The six animal tropes defined by Anthony Alongi many moons ago to pigeonhole a card's function.
Rattlesnake = A card no-one wants to touch or go near (i.e it wards people off - example being No Mercy, Dread).
Gorilla is self-explanatory. Anything big, fat and obnoxious.
Spider = a card that traps you into making a poor play and then makes you pay for it.
Pigeon = a card that feeds off having more people around (e.g. Verdant Force, Syphon Soul).
Plankton = a card that feeds everyone (e.g. Howling Mine, Mana Flare).
Cockroach = a card that is impossible to kill off, or keeps appearing recursively (e.g. Bloodghast).
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
Ah, my pet topic!
Long-time Multiplayer guy, put the Cube below in my sig together over the past year.
Awesome multiplayer cards not mentioned so far:
Gorillas: Darksteel Colossus, Blightsteel Colossus, Sheoldred, Whispering One, Eldrazi, any blanket removal (e.g. Hour of Reckoning, Nevinyrral's Disk). Also, if you're daring enough to run them given their colour requirements and casting costs, Sphinx of the Steel Wind, Akroma, Angel of Wrath. Yes, these are hard to cast. Yes, they may not necessarily end up top picks. Yes, they finish games, period (and yes, they're all under $5 a copy, though some are only just).
Rattlesnakes: Propaganda, Dread, No Mercy, Powerstone Minefield, absolutely anything with deathtouch (especially Vampire Nighthawk and Gorgon Flail), Executioner's Capsule, Seal of Doom.
Pigeons: Rhystic Study, Mind's Eye, Mystic Remora, Verdant Force, Magmatic Force, Dominus of Fealty, Priest of Titania, Wirewood Channeler, Cloudpost, Accumulated Knowledge, Rite of Flame, Blatant Thievery, Insurrection. The two cards Volcanon is thinking of are Syphon Mind and Urborg Syphon-Mage. Exsanguinate is king here, but you should most definitely run Blatant Thievery and Insurrection if you have them - don't be put off by their CC. They win games.
Plankton: Font of Mythos, Howling Mine, Mana Flare, Rite of Flourishing, Gauntlet of Power.
Cockroaches: Soooo many.... Bloodghast, Nether Shadow, Ashen Ghoul, Anurid Brushhopper, anything indestructible, Mirror-Sigil Sergeant, Myr Propagator, Diabolic Servitude, Rancor, Aspect of Mongoose, any of the Beacons... I'm sure there are plenty I'm missing here.
Spiders: There aren't too many cards that can trap a whole table at once, really. I'm personally fond of Rout and Wild Ricochet (which is underratedly brilliant in MP).
The Multiplayer forum has a couple of decent guides stickied at the top if you want more ideas on good MP cards (Disclaimer: One may or may not be mine).
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
Thank you so much for this.
Most of these are from my multiplayer deck, it's the only thing I've ever dedicated to multiplayer. I'd suggest looking in the EDH multiplayer forums as well. Since cube and edh are sorta related and the multiplayer stuff doesn't really change between formats.
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For spells, the 1-1 removal spells are a lot weaker, as is burn directed at only 1 creature or player. Likewise, counterspells are a bit weaker as well (although if you're playing team games rather than free-for-all, I think counterspells are quite good).
For white the best spells are going to be enchantments like Land Tax, Luminarch Ascension, and Ghostly Prison, in addition to wraths.
Blue's stealing and copying effects are good if everyone is running good multiplayer creatures, and Blatant Thievery is the best of the bunch.
As described above black has a whole addition of syphoning cards that are all very sweet, and Exsanguinate is ridiculous.
Red kinda gets the shaft - Pyroclasms are okay but weenie decks aren't really that common in multiplayer. The red mage at the table may have to lay low for a while, but depending on how your playgroup works, if delivering the final blow on an opponent is important for your group, than red can bide its time until the powerful X-burn spells can finish the job, and for even more damage, use Insurrection.
As multiplayer games can be more "battlecruiser magic" than one on one, green's ramp spells are still very good and can give you a huge battleship early.
Lands that have an additional ability other than producing mana are real good, however manafixing lands, while still good, are not as essential as in 1-1 games. As the games tend to be longer, you will generally have more turns to draw the lands of the appropriate colors. I'd take them over sideboard cards (because really, sideboarding in multiplayer is silly, you need to be prepared for everything the first time around) but not over a spell that'll make my deck.
This is by no means comprehensive, but this has generally been my experience in multiplayer.
-rexx
Draft my 540 card powered cube here: http://www.cubetutor.com/draft/36935