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Old 05-19-2011, 03:36 PM   #1
Cz
Very Tall Mage
 
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Default Cz's Guide to Black Multiplayer Cards and Strategies

Cz's Guide to Black Multiplayer Cards and Strategies

Table of Contents:
1. Introduction
2. Cards That Everyone Should Have
3. General Deckbuilding Tips
4. Card Elements and Roles
• 4a. Persistent Cards
• 4b. Destructive Cards
• 4c. Scaling Cards
• 4d. Defensive Cards
• 4e. Trap Cards
5. Additional Card Choices
6. Artifacts and Lands
7. Other Colors
8. Synergies and Strategies
9. Sample Decklists
10. Coping with Adversity: Dealing with Black's Weaknesses
11. Conclusion

1. Introduction
The purpose of this guide is to aid your transition from regular Magic duels (i.e. 1v1 games) to the substantially different world of multiplayer Magic. Whether you're a seasoned veteran or just getting into the game, multiplayer magic is so completely unique from any other format that it could leave anyone slightly discombobulated. While cards such as Duress and Counterspell have always been staples in their time, these "sacred cows" will be your undoing in big, multiplayer games. Do not sink into despair though, for many of the cards that players cherish most have close multiplayer brothers. Swapping Innocent Blood over Diabolic Edict in your lists will become second-hand nature for you by the end of this. Ultimately I aspire to broaden your general multiplayer card pool knowledge in the hopes that you'll eventually be able to construct your own solid, multiplayer decks. As we delve into the various card choices that you'll have at your disposal, you'll soon discover just how many cards are nearly broken in the format. Exsanguinate has never seen any form of competitive play but smart deckbuilders will pick up on gems such as this. Remember, cards are generally balanced for 1v1 play. As this guide progresses we'll see many occasions where having additional opponents can cause exponential power increases in cards. After I've improved your general understanding of Black's multiplayer card pool I'll then move on to discuss general synergies and strategies. I'll follow that up by providing some sample decklists to put you on the right track to building your own and finish things off by briefly covering ways to cope with the color's inherent weaknesses. That way, no matter your budget, card availability, or even personal preference, you should still (hopefully!) be able to build some solid multiplayer decks.

Before we begin, I'd like to quickly clear something up. A very big misconception that players have is that multiplayer tactics should differ greatly from duel tactics. A lot of people have gone to a lot of trouble to explain to you how to handle multiplayer politics, and even how to use them to your advantage. In fact, virtually every multiplayer article that I've ever read has merely discussed the mental aspects of the format. There seems to be this preconceived notion that the only way to win multiplayer games is through the mental battle and not through the cards themselves. I couldn't disagree more with that frame of mind. I believe that while your card pool is different, your overall tactics shouldn't change much (if at all). Multiplayer Magic doesn't differ from duel Magic in the sense that the best players who always build the best decks with the strongest cards usually win. If you're having a hard time staying afloat in multiplayer Magic, I'd be willing to wager that the problem lies in your skill and/or decks rather than your tactics. Nothing will take you further in your Magic career than learning how to build a solid deck each and every time that you sit down to play. Before you submit to reading articles about becoming a political powerhouse at your tables, ask yourself if the decks that you're using are even good enough to win to begin with. That is by far and away the best advice I could ever give you. Now that that disclaimer's out of the way, let's start things off by taking a look at what kinds of cards you'll want to be playing in a multiplayer setting and how to go about building your first few decks.

2. Cards That Everyone Should Have
No matter what kind of player you are, there are simply some cards that everyone should have to fool around with. This section won't highlight all the best cards that Black has to offer, but it will showcase the ones that I find myself using more often than not. I know that multiplayer is generally considered to be a casual format, so the idea here is to keep costs low and playability high whenever possible. As such, I try to list as many reasonably priced (if-not budget) cards as possible. Buy these cards if you're looking for power, versatility and multiplayer appeal at a sensible cost.

Multiplayer Staples:

Lands
In terms of lands that you'll want to keep an eye out for, grab yourself a set of Leechridden Swamps right off the bat. Having a source of repeatable, colorless, mass life-loss is too useful to pass up. I'm also a strong advocate of playing Bojuka Bog. You lose a bit of value by having your land ETBT, that much is clear, but it's often a "free" Tormod's Crypt and the vast majority of multiplayer games that I've seen include someone playing a graveyard-based deck. The good news? Both of these lands are inexpensive and they can both be played in just about any deck which makes them perfect investments. The bad news? This is where the budget train ends unfortunately. Your top priority from here should be to acquire some Cabal Coffers. It's the single best reason to play a Black deck over some combination of colors as it enables you to do ludicrously overpowered things (blitzing out Exsanguinates and Decree of Pain for example). Urborg, Tomb of Yawgmoth is the next big purchase that you should be looking to make since it makes your Coffers more powerful than they already are. You definitely don't need them if you're not playing a Coffers deck though. Next up we have Volrath's Stronghold as a way to fight past removal and other forms of disruption. Drawing a Sepulchral Primordial or Griselbrand every turn isn't exactly the worst place to be after all. The next set of staples that I find myself in running in just about everything are sacrifice outlets such as High Market and Phyrexian Tower. Anything that allows me to sac my critters in response to exile effects (such as Oblivion Ring) basically. Creature-based Black decks should almost always run revival engines (such as Oversold Cemetery) in my opinion and so I want to ensure that I'll be able to grind through removal and whatnot. Lastly, Boseiju, Who Shelters All fills a role that can't easily be replicated. I always carry one by my side since you just never know when people are going to go on a Control binge.

Draw
Moving on, the most important thing that you'll want for your multiplayer decks is some solid draw. I typically run 6 or so card draw effects myself but I highly recommend running at least 4. Your 2 best options are Skullclamp and Phyrexian Arena (the vast majority of the time anyways) but since they won't always be realistic options you can select from a host of others as well. Syphon Mind and Mind's Eye are usually amazing since they scale incredibly well in big Chaos games. Other solid draw engines include goodies such as Necropotence,Underworld Connections, Graveborn Muse, Bloodgift Demon, Yawgmoth's Bargain, Harvester of Souls and Griselbrand. While I don't mind Skeletal Scrying and Promise of Power type cards either, ideally you'll have some number of repeatable effects to keep you gassed-up all game long.

Ramp
Since Black decks tend to be a bit slow and controlling in nature I recommend picking up a bit of ramp. Everflowing Chalice, Expedition Map, Wayfarer's Bauble, Worn Powerstone and Thran Dynamo are all favorites of mine but even say Charcoal Diamond, Mind Stone, Solemn Simulacrum and Gilded Lotus are all fine options as well. They key here is enabling yourself to cast your relevant spells on turns ~4-5 instead of on turns ~6-7 where you could conceivably be dead already. You don't need a ton of it but a bit of ramp (4ish spells) really does go a long way in my experience.

Removal
All players need a way to regain board control if and when they lose it. As such, a playset of either Innocent Blood, Abyssal Gatekeeper, Barter in Blood, Massacre and/or Mutilate should be a high priority. I like Innocent Blood and Massacre in particular because of their ability to clear the field without slowing your deck down much at all. Cheap mass removal spells are incredibly powerful in multiplayer and I highly recommend picking both cards up if possible. In addition, Decree of Pain is awesome because it can be cycled for an instant speed, uncounterable, cantripping Infest. Late-game it just straight up wins matches by burying the table in card advantage. It's a fairly cheap and powerful rare and so most players would do well to purchase some. Another pair of cards that I love to field in my multiplayer decks are Profane Command and Hex. The latter may as well be a 6 mana Plague Wind while the former brings a lot of utility and power to your decks. It will often be used as a removal spell + revival tool but it can also dome people for X and grant your army fear to go in for the killing blow. Finally, consider picking up a No Mercy. It's not a card that you want to draw a ton of, but hey, the first one is usually pretty good.

With respect to dealing with non-creature permanents, your best bets are cards such as Oblivion Stone, Nevinyrral's Disk and All is Dust. O-Stone is the cheapest $ wise and it usually gets the job done so picking up 4 of those is likely a prudent course of action to take. While it will rarely have any synergy with the rest of your deck fielding them to ensure that you're never drawing dead a Humility effect or whatever is still a solid plan in my mind.

I should probably take this opportunity to touch on spot removal. Personally, I don't consider most of it to be playable. Doom Blade is pathetic when you're facing down serious threats from many adversaries and I just can't stand how weak these kinds of cards are in a group setting. The few that I will play are things like the aforementioned Profane Command, Consuming Vapors, Sever the Bloodline, Tendrils of Corruption, Shriekmaw and Phthisis. These aren't simply "kill your one dude" spells and can all have much more powerful applications.

Exsanguinate
Exsanguinate can arguable be slammed into any multiplayer deck that can reliably pay the BB mana cost. It's among the best multiplayer cards ever printed and everyone should get their hands on a playset. If there is one single card that you purchase from reading this guide, I want it to be this one. It's a 1 card win condition that does so much work in long, drawn-out sessions. Most multiplayer decks should have some number of powerful trump cards in them and you can't ask for much more than what this spicy little number has to offer.

Revival
In terms of resupplying your forces, Volrath's Stronghold, Phyrexian Reclamation, Oversold Cemetery, Disturbed Burial, Haunted Crossroads and Diabolic Servitude are truly under appreciated. They permit you to be flexible with your armies and allow you to recover from various forms of denial and mass removal. That versatility is precisely what most players are lacking in their first decks. Always have cards that will help you come back from behind if possible but that are still fine even if you're ahead. While each of these cards works better in different kinds of decks, one of them should ultimately be suitable for whatever it is that you're building. For what it's worth, I typically treat revival spells as "draw engines" for the purposes of achieving my goal of having 4-6 total. Your deck only has space for so many cards and so loading up on revival and draw isn't necessarily a good thing. I typically limit my revival to 1-2 cards tops and play draw spells and/or engines otherwise. I like the strategic mix of longevity and versatility that this combination gives me.

Equipment
Finally, in terms of useful equipment, my recommendations would be things such as Grafted Wargear, Lashwrithe, Loxodon Warhammer, Bonehoard and Batterskull. Any fair, creature-based deck probably wants to have some number of them in order to grind past removal and other forms of resistance. The first 2 are a massive beating early on and synergize extremely well with early drops such as Vampire Nighthawk and Reassembling Skeleton. The latter ones are solid mid-to-late game powerhouses that can just take over the game if left unchecked. I'm a huge fan of Living Weapon since it's basically like getting threats for free and you can never have enough threats in multiplayer. While you can obviously opt for things such as Umezawa's Jitte and Sword of Light and Shadow as well, they're often not very practical from a budgetary standpoint.

Creature Curves:

1 CMC
Thrull Parasite: While his body and activated ability are unimpressive at best Extort is relevant at every stage of the game. Turning every spell that you cast into a mini-Syphon Soul is obnoxiously powerful in bigger, slower games.
Deathrite Shaman: He's a Llanowar Elves in Black (assuming that people play with Fetchlands) who also happens to be very good at draining people out. Turn 2 Phyrexian Arena is nothing to scoff at and even tapping this guy a handful off times to Shock people is still an immense life swing in the grand scheme of things. Not bad for a 1 drop lol.
Typhoid Rats: Solid creature deterrent.
Guul Draz Assassin: Decent removal engine who's relevant at every stage of the game. Kinda mana intensive though.
Pulse Tracker: Good aggressive beater that can do some relevant damage as long as one player has a slow start.
Mortician Beetle: This thing has narrow applications in Grave Pact-esque decks that need early blockers.

2 CMC
Wight of Precinct Six: Realistically speaking this guy isn't going to be very big on turn 2 but he's virtually always going to be a relevant body beyond that. I think he's among the best all-around 2 drops in a vacuum for that reason alone.
Hunted Horror: This is my go-to creature when I know that some of the players at the table will be less experienced and may need a bit of help early on. They get some free blockers and I get myself an ally. The fact that I also get a 2 mana 7/7 trampler out of the deal is pretty sweet too .
Reassembling Skeleton: He pairs amazingly well with equipment and any number of Skullclamp, Attrition, Recurring Nightmare, Helm of Obedience, etc. effects can all break him in half. The fact that most removal does very little to hinder him makes him a true force to be reckoned with.
Bloodghast: Basically a Reassembling Skeleton that can't block. This little guy is a better "combo" card in the sense that he pairs better with cards such as Buried Alive and Ashnod's Altar.
Abyssal Gatekeeper: It's not quite an Innocent Blood and it's not quite a No Mercy but for 2 mana I'll take it lol.
Basilica Screecher: Not much a blocker but evasion is always nice for equipment and Extort will always be a relevant keyword.
Blood Artist: In creature-heavy metas that feature a lot of removal this little guy can do some decent work. He's not much of a blocker though.
Pack Rat: Between a steady stream of draw and a bit of mana this card can actually get insanely out of hand. It's not great in removal-heavy metas but it can dominate games where it's lacking.
Vault Skirge, Daggerdrome Imp: I'm actually fine with running these in my decks that include Equipment (say Grafted Wargear and Lashwrithe), especially if I'm worried about aggressive starts or if I want to pressure combo players. They're TERRIBLE in decks without equipment though so please only run them if you plan on "building your own Baneslayer Angel."
Nantuko Shade: I'm not a fan of Shades in general but this is still the best one.
Nezumi Graverobber: Graveyard hoser who can do some legitimate work.
Skirsdag High Priest: Brings some decent inevitability in early-to-midrange decks that might lose their punch before the game ends.

3 CMC
Vampire Nighthawk: You could blindly jam 4 of these into all of your Black decks and you'd rarely regret it. He's easily the best all-around Black 3 drop in my mind.
Stinkweed Imp: If Nighthawk is #1 then ole Stinky here is #2. He trades with almost anything (both in the air and on the ground) and he can be recurred whenever needed to keep threatening blocks. Dredging is also very relevant if your deck is using revival engines such as Oversold Cemetery or if it has creatures such as Reassembling Skeleton.
Urborg Syphon-Mage: Untapping with this creature is awesome. Just be aware that it won't always happen :P.
Fleshbag Marauder: I love pairing this card with revival such as Haunted Crossroads/Unholy Grotto and some form of draw (say Phyrexian Arena) to basically lock creatures out of the game. Otherwise he's a one-sided Innocent Blood which is also fine.
Crypt Rats: While it can be a bit fragile and risky at times, it's also recurrable which means that it can get out of hand as the game drags on.
Soulcage Fiend, Blistergrub: Decent blockers for your drain decks.
Dusk Urchins: This card can actually be quite aggressive in decks that sport Grafted Wargear, Lashwrithe, etc. He can get in for a ton of damage and draw you some cards when he finally gets picked off. If Black Sun's Zenith just so happens to be our removal spell of choice, who are we to complain?
Plague Spitter: Good token/weenie hoser.
Dark Impostor: He's no prize pig on turn 3 but you'll appreciate him if the game runs long.

4 CMC
Phyrexian Obliterator: We've come a long way since Phyrexian Negator o.O. He's the ultimate 4 drop in a mono-Black deck.
Lashwrithe, Bonehoard: I'm cheating here but these are among the best Black 4 drops in the game given that we live in a world of Reassembling Skeletons and such.
Abyssal Persecutor, Desecration Demon: Huge fliers are never bad things to have and their drawbacks are typically negligible at best.
Korlash, Heir to Blackblade, Mortivore, Sewer Nemesis: Big 4 drops without evasion seems to be a specialty for Black.
Bloodline Keeper: Very solid threat who wins the game if left unchecked.
Graveborn Muse: A 3/3 Phyrexian Arena is perfectly fine. You don't need other Zombies to make her worthwhile.
Braids, Cabal Minion: Fantastic in your prison decks featuring Reassembling Skeleton and whatnot.
Balthor the Defiled: Hey, mass recursion is mass recursion.
Falkenrath Noble: Pairs well with Blood Artist in decks that feature a lot of removal, drain and/or death.
Kezzerdrix: 4/4 first strikers for 4 aren't easy to beat past for any color and his drawback is almost never relevant.
Magus of the Abyss: Powerful if your deck has Reassembling Skeletons or other recurring threats.
Howling Banshee: Not a great card but she's a cheap flier who's fairly large that plays well in drain decks.

5 CMC
Bloodgift Demon: I love drawing cards, don't you? This is easily Black's best 5 drop in my opinion since he's a big dumb flier who draws cards.
Batterskull: I'm cheating again but this card is bonkers at 5 mana.
Shriekmaw: I'll take a Sorcery speed Terror that has actual mid-to-late game power.
Vengeful Pharaoh: He's a solid 1-of in most lists. I wouldn't play a ton of him but I do like me a No Mercy that can also win games.
Cairn Wanderer: I never appreciated this card until I realized that all of my decks had Stinkweed Imp, Vampire Nighthawk and Wurmcoil Engine. 5 mana 4/4 deathtouch, lifelink, fliers are, unsurprisingly, pretty powerful. He should always have generic value but I mean it's not hard to build a deck around him without even trying.
Drana, Kalastria Bloodchief: She's walking removal that ends games in the air.

6+ CMC
Kokusho, the Evening Star: Probably the best Black 6 drop. He's tied with Wurmcoil Engine at the very least. Speaking of which...
Wurmcoil Engine: More artifacts! Yey! This is like the best all-around multiplayer creature in the game and so it has to be listed in my mind.
Massacre Wurm: Fantastic card to ramp into in faster metas. A Plague Wind that Searing Fleshes people while giving you a 6/5 body is good in my book.
Harvester of Souls: This guy is the bombdiggity. Trades with anything, hits like a truck and draws cards.
Grave Titan: 10 power for 6 mana across 3 bodies? Trades with anything? Makes a 4/4 every turn? What isn't there to love about this card?
Visara the Dreadful, Reaper from the Abyss: Big fliers who kill stuff as needed. 'Nuff said.
Ink-Eyes, Servant of Oni: Big dumb regenerator who revives stuff. I'm not exactly blowing minds with this one.
Dread: No Mercy that ends games? Sign me up. This card is sick in decks that have a lot of lifegain (such as Exsanguinate).
Mikaeus, the Unhallowed: Good in combo decks (there's a 100 ways to go infinite off of him) but he's just sheer value in general.
Sepulchral Primordial: Err... Um... Right... It doesn't take a rocket surgeon to see why this is the best Black 7 drop by a fairly huge margin.
Sheoldred, Whispering One: Easily the second best 7 drop. This chick is insane if you can ever untap with her but I mean you'll usually get a few free cards out of her if nothing else.
Griselbrand: So yeah, the 8 drop slot doesn't have much competition anymore. A 7/7 lifelink flier that draws me cards? You don't have to twist my arm on this one.
Butcher of Malakir: Slow but powerful Grave Pact wanna-be.
Avatar of Woe: She reminds me of Visara in many ways. I like her ability to be cast on the cheap later on which is relevant if you're reviving her with things like Disturbed Burial and Phyrexian Reclamation.
Myojin of Night's Reach: I'm not usually big on random discard effects but this one is pretty insane.
Reiver Demon, Dread Cacodemon: Hey, sometimes you just need to kill "the everything."


3. General Deckbuilding Tips
Now that we've covered some of the basic card options and deckbuilding strategies, it's time to focus on building a solid deck. While the tips and tricks that I'll be covering here won't work for every deck in every metagame, it should give you a good idea of how to build something that will more-or-less be "solid." If you're an experienced deckbuilder, this section probably won't be very useful to you. I'm not seeking to fine-tune and perfect a specific list after all. I want to stress that these guidelines should be taken with a grain of salt since every meta will be different after all. Ultimately I don't think that I'll be leading anyone astray though. I'm not going to try and re-invent the wheel after all. I'm simply looking to provide some decent advice about how to go about building a generic multiplayer deck that figures to run smoothly.

Deck Construction:

Mana Base: 24+ Lands
Let's start with the foundation of every deck; the mana base. I personally believe that most successful multiplayer decks are going to want to play at least 24 lands. I say "at least" because 27 or so will often be a better number but 24 is a good place to start in my mind. I'm not going to delve into the nitty-gritty math behind the number but what I can tell you is that 24 is roughly what you'll need to ensure 4 mana by turn 4. Not guarantee mind you, but far more often than not you'll reach that goal. Now, why is that number important? Well, Magic is a game that starts at 4 in my opinion. Once you hit 4 mana you can play powerful spells that will have a dramatic impact on the game. Damnation, Syphon Mind and Phyrexian Obliterator are all good examples of this. Cards that cost less than 4 mana are typically "fine" but are less likely to have a significant impact on the game. They're too cheap to be that powerful after all. Furthermore, it's my belief that if you're not doing powerful things then you're probably not going to win many multiplayer games. Players "fly under the radar" and steal games all the time, I realize that, but I inevitably see the strongest players fielding the best cards winning the most games. Again, let's be clear about what I'm saying. While you certainly could play a deck of 1-2 drops and get away with 18-20 lands, I don't think that those kinds of decks win multiplayer games with any sort of consistency. If your deck has at least 24 lands it forces you to justify them in the sense that you'll be playing with powerful 4+ drops to put those lands to use. Even if that wasn't your intention initially, you'll probably win more games because of it.

Make your mana base work for you. My decks routinely feature lands such as Leechridden Swamp, Bojuka Bog, Volrath's Stronghold, Phyrexian Tower, Mishra's Factory and many more. If you're just sitting there playing basics then over a third of your deck is going to be blanks that won't have much value past a certain point. By incorporating spell and manlands into your lists you can put an often overlooked section of your deck to work. It's a great way to squeeze extra value into your lists and you would do well to remember that.

Ramp: 0-4 as Needed
The next thing that you'll have to decide is whether or not you'll want to include some ramp in your lists. While ramp suffers from being a weak draw later on (it's neither a threat nor an answer after all), it's almost always extremely powerful when drawn early. It's kinda swingy in that sense but it's well worth the risk in my experience. The best example of an amazing ramp spell is Sol Ring. It's one of the most unfair turn 1 plays of all time since it's basically like starting with 3 lands in play. Still, I assume that most of us will be playing in a setting where it'll be banned or restricted, so I can't really use that as a baseline. My typical ramp spell of choice is Worn Powerstone. It enables me to cast 6 mana spells on turn 4 which is fast enough to stabilize against quick starts (for me at least) and start taking control of the game. Wurmcoil Engine and Massacre Wurm aren't easy to beat after all. It's no Sol Ring and it's not a good draw on turn 10 but it's usually so good on turn 3 that I'll take that risk. It also makes it easier to justify fielding huge bombs such as Sheoldred, Whispering One because it makes hitting a number like 7 mana realistic. My typical alternative is Thran Dynamo and I'll often use that one when I'm interesting in getting something like Griselbrand or Army of the Damned on the field for turn 5.

Still, that's only one set of options to consider. Since the 2 drop slot is often relatively free in my decks I'll sometimes just jam something there to give them a stronger curve. A great card to consider for this is Everflowing Chalice since it's a fine 2 CMC ramper on turn 2 but it can also be cast for more as the game goes on. It also "combos with itself" since any draw involving 2 allows you to fire off a "Mind Stone" on turn 2 and an "Ur-Golem's Eye" on turn 3 to ensure that you'll have access to 6-7 mana on turn 4. Mind Stone, Charcoal Diamond and Solemn Simulacrum are my typical go-to alternatives. While they can all be useful at times, you're probably better off with something a bit more versatile. Fellwar Stone and/or any Signet are perfectly fine options for your multi-colored decks too. Coalition Relic is also great on 3 because it's kinda like a Worn Powerstone (every other turn at least) that also mana fixes for you. If your deck has 3 or less colors (but more than 1), I highly recommend trying it instead. Chromatic Lantern is likely your best bet for 4+ color decks though. It only ramps 1 mana but the color fixing is often sorely needed.

Again, the idea here isn't to overload your deck with ramp but having 4 solid early-game ramp spells has proven to be quite effective for me. I'll qualify that a bit and say that I like playing with "big" spells that cost 6 or more mana though, so please keep that in mind. You clearly don't need them if your curve stops at 4 or 5 after all. I do like having some number of game-changers myself and those typically cost a fair amount of mana. As such, it makes sense for me to include some ramp in a fair number of my lists.

Draw and/or Revival: 4-6
Moving on, I typically field 4-6 draw and/or revival spells in my lists. Multiplayer games tend to run long and so you'll often find yourself looking for answers and threats in order to stay in the game. The best way to do that, in my experience, is to ensure that you have additional resource streams in addition to your free draw every turn. While the ideal number to run will vary from person-to-person, I tend to think of using 4-6 as the happy middle ground. 0 just plain isn't an option in my mind (I rarely see people win games where they don't draw extra cards) but I mean it's not like running 8 would automatically screw you over or something. Striking the perfect balance of threats, answers, ramp and draw isn't easy and you'll just have to tinker around and find a number that works for you.

In terms of cards to use, the first question that I always ask myself is whether or not Skullclamp and Phyrexian Arena are options. The former rarely is but the latter is typically good to go. If I can run Skullclamp I probably will (it's among the most broken draw engines ever printed after all) but realistically speaking I'll probably be using a Legacy restricted list or something similar. Phyrexian Arena is a fine alternative and I'll happily play any deck that has 4. It's not the cheapest card ever though so I wouldn't blame you for running with Underworld Connections instead. It's worse, but hey, it's cheap! You can also use Syphon Mind and Mind's Eye, both of which are insane in multiplayer. The latter is quite expensive to purchase though, but the former is dirt cheap and exceptionally strong. I highly recommend it. You can also include some number of Graveborn Muses, Bloodgift Demons, Harvester of Souls and Griselbrand in your decks if needed. Their bodies are all fairly relevant and the fact that they draw you cards is just sweet. I suppose that I should give a nod to Necropotence and Yawgmoth's Bargain as well. The cards are quite insane after all. Sadly, they both fall in to the "Skullclamp" category of being banned or restricted in every format imaginable. They're not practical cards to rely on in that sense.

With respect to revival, my decks will sometimes run 1-2 copies of it in place of draw. Good examples of multiplayer recursion are Oversold Cemetery (useless early but very strong later on), Diabolic Servitude (great for most of the game but obsoletes all other revival), Haunted Crossroads (insane with Phyrexian Arena and other similar cards) and Phyrexian Reclamation (great with lifegain such as Exsanguinate, Vampire Nighthawk, Wurmcoil Engine and Kokusho, the Evening Star). I typically pick 2 singletons and roll with that and support them with 4 solid draw spells. Most of these cards suck in multiples after all but the first copy is usually very good. If your deck has 18 or more creatures, 1-2 revival spells are likely better than simply running another draw spell. However, decks with 10-15 creatures should only be running 1 in all likelihood. Finally, decks with fewer than 10 creatures probably shouldn't run any. Just stick to draw spells at that point.

Creature Count: 15+
My typical baseline creature count for a multiplayer deck is 15. Why 15? Unlike the 24 land count, this number doesn't have much in the way of mathematical support. If you're looking for hard evidence, I have none that I can provide you with. I like the number 15 because it's a quarter of your deck which is usually enough to ensure that you'll be able to field enough warm bodies to deter random attacks that you could easily avoid. One of the easiest ways to lose games is to "do nothing" and lose and the best way to prevent that from happening is to ensure that your lists have a critical mass of relevant bodies in them. Again, the ideal number to run will vary from person-to-person, but you want a solid chunk of your deck to be worthwhile creatures in my mind.

Furthermore, 15 is a high enough number that you won't eat a removal spell or two and find yourself playing a deck that doesn't have any more win conditions. Laugh all you want but I've certainly made that mistake in the past. Again, this is purely anecdotal support, but I just like having a critical mass of blockers and relevant threats to ensure that my deck is always in there with a fighting chance. While I completely agree that many decks will want to run more and others will want to run less, it's a good starting point in my mind. I will say that 15 is actually on the lower end of the creature count spectrum and that I typically find myself playing 18-20 creatures on average. Still, 15 is often high enough to ensure that you'll have something out there to block/beat down for you at most stages of the game. I already went over the ones that I personally like to use in previous sections so check those out if you're looking for advice on what to field.

General Curve Advice

This last section is going to give you a general overview of how to build your curve. Again, this won't work for everyone, but it shouldn't be too far from the mark. This comes from being an 11 year multiplayer veteran with a lot of Constructed experience as well, so take that for what it's worth.

1 CMC is pretty easy. You should almost never play 1 drop creatures and only a small number of spells are worth fielding. There are obviously some exceptions but if your list has something like Festering Goblin in it then it's just plain doing something wrong in my opinion. They're rarely-if-ever relevant past the first turn and you're never going to aggro the table out with them. The are often hard mulligans in that sense I highly recommend that you avoid them. Your best options for early blockers are probably Guul Draz Assassin and Typhoid Rats since they scale decently well in the mid-to-late game. If you had to run something I strongly recommend these over just about anything else. Still, I much prefer running spells in this slot. Innocent Blood makes most of my Control decks as a 3-4 of and a decent chunk of my lists will have a Phyrexian Reclamation in them as well. Massacre is a virtual 0 drop in many metas and should be treated as such. If nothing else just skip the slot altogether and build your deck starting from 2 CMC and beyond. While that won't be an option for everyone realistically it'll be viable for most of you.

2 CMC is where you should start setting your plan in motion. If you're playing a slow Control deck, this is your chance to land some ramp (such as Everflowing Chalice and Mind Stone) or to start mounting a defense (such as Abyssal Gatekeeper or Reassembling Skeleton). Conversely, if you're looking to apply some pressure, this is your chance to slam that Hunted Horror or Vault Skirge (assuming that a Grafted Wargear or Lashwrithe is incoming obviously). Most multiplayer decks aren't going to field more than eight 2 CMC spells in all likelihood but I mean each one is probably going to be infinitely more valuable than most 1 drops. It's worth noting that I'm not opposed to skipping the 2 CMC slot in very slow metas. I don't think that that's better than running something though, even if it's just ramp. Seriously, ramp is very good and more people should use it.

3 CMC is where the game gets interesting. This is typically the first big turn of the game for my Black decks. After all, now we're talking about Recurring Nightmare, Grafted Wargear, Worn Powerstone, Oblivion Stone, Vampire Nighthawk, Stinkweed Imp and Phyrexian Arena mana. The 3 drop is a good place to start loading up on because it's early enough that your creatures aren't "far too slow," but it's also a good time to slam a ramp spell or draw engine if the game hasn't gone into full swing yet. I will often run eight-to-ten 3 CMC cards for that reason alone. You'll almost always want to have a relevant 3 CMC spell but don't worry about always having a ton of creature here. You will sometimes have to match someone else's Rhystic Study after all, so a random beater might not cut it.

4 CMC is the next big threshold that you should care about. It's your first chance to cast an actual game-changer such as Lashwrithe, Mutilate, Nevinyrral's Disk, Damnation, Phyrexian Obliterator, Abyssal Persecutor, Syphon Mind, etc. If your deck doesn't have four to eight really good turn 4 plays then it better be slamming a Batterskull on turn 5 or something similar. You'll probably regret not having something if everyone else does otherwise. Still, one common mistake that I see are people who build Black decks with 20+ 4 drops. That's excessive. As good as these cards are you still want to have some semblance of a curve. Try to keep that in mind when building your lists.

5 CMC is an awkward spot. They're not much better than 4 drops and they're often significantly worse than 6 drops. As such, I don't find myself playing them very often. I will play cards such as Bloodgift Demon, Batterskull, Exquisite Blood (1-of), Vengeful Pharaoh (1-of) and Demonic Rising (1-of) some of the time but they're often just worse than most reasonable alternatives. I mostly use them to spice my lists up with some cool singletons but that's about it. A card that I've grown to respect is Cairn Wanderer. My lists tend to all feature Vampire Nighthawk, Stinkweed Imp and Wurmcoil Engine anyways and so having another big, flying, lifelinking, deathoucher is always nice. Still, the best all-around 5 drop is likely Bloodgift Demon. A 5 power flier for 5 that draws cards is tough to beat after all.

6 CMC is the next "big one" in my mind. Now we're in the realm of creatures such as Kokusho, the Evening Star, Massacre Wurm, Wurmcoil Engine and Mikaeus the Unhallowed and spells such as Yawgmoth's Bargain and Hex. In my opinion you'll want at least four 6 drops in your lists. You probably cannot beat Primeval Titan, Consecrated Sphinx, Wurmcoil Engine, etc. with some dorky 3-5 CMC creatures after all. While I'm personally fond of playing up to eight 6+ drops, that should only be done if you do decide to roll with some ramp. Again, Worn Powerstone gets them out on turn 4 with a decent amount of consistency (every other game or so) so you can often cut back on 4 drops and focus on 6 drops if you with to pursue that strategy. Everyone should be doing wild and crazy things, but hey, there's a good chance that whipping out game-enders every few turns will match it fairly evenly.

7+ CMC is tough to properly evaluate. The cards are incredibly slow but obscenely powerful after all. They won't be options in all metas but I mean they'll certainly be viable in many of them. The right number to run will always vary immensely but realistically you'll probably only want a couple of them in your lists. Having a handful of haymakers is fine but you don't want to put yourself in a position where you lose due to slow, awkward draws. Still, what I will say is that the creation of creatures such as Sepulchral Primordial and Griselbrand in a world of Grave Titans and Wurmcoil Engines has made the prospect of hitting and/or ramping to 8 mana worthwhile. I consider them to be top tier cards that I would happily slam in just about any deck that could reasonably cast them. Sheoldred, Whispering One, Grave Betrayal, All is Dust and Decree of Pain are other examples of crazy powerful 7+ CMC spells that I would happily play in my lists. I also like to treat X spells such as Exsanguinate and Profane Command as "big drops" and prepare my lists accordingly. I want to highlight the fact that Cabal Coffers makes casting these kinds of cards incredibly reasonable. Black decks have a fairly relevant advantage over most others in that sense.

Summary
24+ lands
0-4 ramp spells (depending on your deck's curve)
4-6 draw and/or revival engines
15+ creatures
Emphasis on the 3, 4 and 6 CMC slot whenever possible.


4. Card Elements and Roles
I'd like to take this opportunity to stress the importance of playing the right kinds of cards in a multiplayer setting. The best way that I can describe a big Chaos game is by comparing it to a marathon. While everyone typically has a strong start to the event, the players who came unprepared for it tend to fall flat during the mid-game stages of the competition. It's the savvy veterans who allocated the time to train and condition themselves that will ultimately see it through to the end. With that analogy in mind, you're primarily looking for cards that will grant you the ability to stay in the game with a chance to win for as long as possible. The 5 generic types of cards that will enable you accomplish that feat are persistent cards, destructive cards, scaling cards, defensive cards and trap cards. These are all critical effects that can help you go the distance and ultimately take home the win. I'll now be taking a much more in-depth look at each of these roles, as well as showcasing the relevant cards in the color. It's my hope that this will make it relatively easy to extract useful information from this guide, since it should provide you with a fairly good idea on where to turn to get relevant card choices for your decks.

4a. Persistent Cards
This sections aims to highlight cards that have resilient, repeatable and/or constant effects. In multiplayer, they are invaluable tools for many reasons. First of all, it's important not to look at resilient cards with the frame of mind: "If I were to lose my permanent, I could pay to keep it/get it back." That's a duel mindset. Rather, you should be thinking to yourself "Since I can protect/reuse this, who would bother depleting resources to temporarily hinder it?" Remember, multiplayer Magic is about taking on many other players. Wasting valuable cards and resources to briefly shut down a threat is neither efficient nor effective. Thus, resilient cards tend to stick around much longer than they probably should. With respect to repeatable and/or constant effects, they bring inevitability to your decks. While cheap and efficient single-shot effects are what you typically see used in duels, they aren't nearly as effective in big, Chaos battles. As discussed earlier, I think of duels as being "sprints" and multiplayer games as being "marathons." You need to be in it for the long haul or you'll just fall by the wayside halfway through. Repeatable and/or constant effects help you go the distance, and that's what you'll need to eventually take down the table. With that in mind, let's take a look at classic examples of persistent Black cards:
Persistent Cards:

Resilient Cards:

Bloodghast, Reassembling Skeleton: Insane with cards such as Skullclamp, Grave Pact, Attrition, Fallen Ideal, Carnage Altar, and any sacrifice effect for that matter. They're begging to be broken in a hundred ways. My personal favorite application is Contamination, but you might take a lot of flak for pulling this out in a casual game.
Stinkweed Imp: This card is much more versatile and powerful than he seems. He trades with anything and fills your graveyard which fuels other recursive threats as well as recursive engines such as Oversold Cemetery. He carries equipment extremely well too, and comes back as much as you need.
Haakon, Stromgald Scourge: Haakon is just so powerful with discard, and mixing him with some knights gives you unlimited blockers/beaters. Nameless Inversion is indeed a knight, so he even gives you unlimited removal/pump.
Endless Cockroaches, Nether Spirit: Think Contamination for potential abuse.
Phylactery Lich: Make use of your Darksteel Axes or give yourself more reasons to maindeck those Darksteel Plates to protect your other creatures.
Krovikan Horror: Combos well with Tortured Existence, especially if Fleshbag Marauder and/or Shriekmaw is thrown into the mix.
Veilborn Ghoul: Another great Tortured Existence centerpiece. This guy prefers support such as Liliana of the Dark Realms however.
Korlash, Heir to Blackblade, Mortivore: This is just my way of saying "regeneration." Any creatures that can regenerate is instantly a candidate for multiplayer because people will overlook you if your creatures can't easily be killed. They will usually send their forces and target their spells elsewhere knowing that's so easy for you to recover from their effects. This keyword is one of your best friends. Learn to love it.


Constant and/or Repeatable Effects:

Planesalkers:
Liliana of the Veil: Cheap Planeswalker (CMC wise) with a global effect that adds counters to herself. What's not to love? Although her minus abilities are fairly lackluster, the fact that she's a global discard engine that draws fire away from your dome makes her a very appealing Planeswalker. I especially love her interaction with cards such as Wheel of Torture and Ensnaring Bridge. This vixen cannot be underestimated in a multiplayer setting, namely in dedicated discard-based Control decks.
Liliana of the Dark Realms: Boy did this card ever miss the mark. Her -3 is abysmal and her ultimate does nothing on its own. You're probably paying 4 mana to tutor up a Swamp or two on average with her. I can't think of a single deck that would want her. Even a mono-Black Exsanguinate deck has much better options at its disposal.
Liliana Vess: She supports discard strategies, tutors for cards and her ultimate just plain wins games. While she may seem great on the surface, the reality is that she's very hard to field effectively. She has the scariest ultimate in the game, which means that playing her and pumping her will make you a massive target. Protecting her (and you!) is going to be vital because she won't be lasting long if you're not dedicating everything that you have into keeping her around. I wouldn't recommend playing her in most lists.
Sorin Markov: He can nail the person who just cast Congregate, take control of the guy with Insurrection in hand and plink off small creatures/low players to boost your life total. This guy is also an EDH monster as his ability to slash 30 or more life for 6 mana is nearly impossible to replicate elsewhere. While I wouldn't consider him to be a multiplayer card in general, I consider him to be an EDH auto-include (and EDH is primarily a multiplayer format). If you play EDH, you'll want a Sorin. It's that simple.
Karn Liberated: Karn, in my mind, is just a solid 'Walker that brings a double Vindicate to every color. Keep in mind that since you you're in Black, you probably desperately need his ability to handle troublesome enchantments and artifacts. His +4 ability will always be relevant and makes him an incredibly resilient Planeswalker that will almost always eat a "life total's worth" of damage before going down. His -14 ability can be somewhat unfun in a multiplayer setting, mostly because it can just drag games out for a very long time. That's one thing to keep in mind if you do decide to slot him into your decks. Black is more than capable of powering him out (Cabal Coffers) and protecting him from harm (Damnation), which are both critically important preparations to make with respect to fielding him effectively.

Player Life Loss:
Pulse Tracker, Infectious Horror
Shrieking Affliction, Quest for the Nihil Stone, Liliana's Caress, Flipped Nezumi Shortfang, Megrim, Hollowborn Barghest: Solid win-conditions for your discard-based Control decks.
Blood Seeker
Liability, Patron of the Nezumi
Underworld Dreams
Forsaken Wastes: It's not quite Sulfuric Vortex but it's as close as Black is ever going to get.
Xathrid Demon: This card loves creatures such as Blistergrub, Howling Banshee and virtually any of the creatures in the "Destructive Cards" section of this guide. The synergy is wonderful.
Baneful Omen: This card loves the effects of Sensei's Divining Top, Vampiric Tutor, Insidious Dreams, Cruel Tutor and Liliana Vess, especially when paired with the converted mana costs of Draco and Emrakul, the Aeons Torn.

Global Damage:
Withering Wisps, Pestilence: Darksteel Myr has a use! Stuffy Doll and Phylactery Lich are both cards that come to mind as well.
Crypt Rats, Plague Spitter, Thrashing Wumpus, Pestilence Demon: All love Loxodon Warhammer if nothing else.

Creature Hate:
Guul Draz Assassin: Probably the best Black multiplayer 1 drop in the game.
Crumbling Ashes, Blowfly Infestation: See Midnight Banshee and Fevered Convulsions among others.
Plaguebearer: Hoses tokens extremely well but can always be used to kill actual creatures over time.
Attrition: Pairs amazingly well with Reassembling Skeleton and Bloodghast.
Death Match: Pairs well with Bloodghast and Reassemblign Skeleton and such.
Lethal Vapors: This card pairs beautifully with cards such as Pithing Needle and Phyrexian Revoker. Just remember to play the Revoker BEFORE you land the Vapors :P.
Harbinger of Night, Midnight Banshee, Carnifex Demon: All good options in your Wither decks.
Pillar Tombs of Aku, The Abyss, Magus of the Abyss, Anowon, the Ruin Sage, Call to the Grave
Grave Pact, Butcher of Malakir: Frighteningly strong multiplayer cards. Not only do they make all your creatures scary, but they allow you quickly establish board control. They love Reassembling Skeleton and other recurring threats too.
Tainted Aether
Night of Souls' Betrayal
Spreading Plague
Drana, Kalastria Bloodchief
Xathrid Gorgon
Sheoldred, Whispering One

Discard:
Bottomless Pit, Necrogen Mists: Personal favorties when it comes to discard decks. Season with Ensnaring Bridge, Shrieking Affliction and Wheel of Torture.
Oppression
Words of Waste: Pairing this with Geth's Grimoire is just mean.
Painful Quandary
Scythe Specter
Gibbering Descent: Dat Hellbent effect O.O! Glacial Chasm, Contamination and so much more comes to mind.

Revival:
Phyrexian Reclamation
Disturbed Burial
Haunted Crossroads
Recurring Nightmare: So I get to trade my Reassembling Skeleton for a Kokusho, the Evening Star or Sundering Titan? Insanity doesn't quite cover it.
Necroskitter: Black Sun'z Zenith, Carnifex Demon and Fevered Convulsions all have a new best friend.
Diabolic Servitude
Mikaeus, the Unhallowed: Combo-city right here. Cinderhaze Wretch, Triskelion and any Persist creature (Lingering Tormentor) + any sac outlet (Blasting Station, Altar of Dementia) all give him a hearty hello.
Sheoldred, Whispering One

Creature Generation:
Skirsdag High Priest
Cemetery Reaper: Screw you Genesis, Glory, etc.
Bloodline Keeper
Demonic Rising
Grave Titan: This card is a house. 10 power for 6 mana in Black and it just keeps making more and more warm bodies. He even trades with everything he blocks/blocking thanks to Deathtouch. I can't say enough good things about this card. If you're looking for a powerful Black creature, look no further.

Graveyard Hate:
Planar Void
Withered Wretch
Leyline of the Void: Combos amazingly well with Helm of Obedience. It's a solid way of packing an extra win condition into decks that might need one.

Draw:
Phyrexian Arena, Graveborn Muse, Bloodgift Demon
Underworld Connections: It's much worse than Arena but sometimes you're on a budget so...
Necropotence
Yawgmoth's Bargain
Griselbrand: Because, you know, Yawgmoth's Bargain needed a 7 power, evasive, Lifelinking body right? Sigh... where to begin... Buried Alive, Entomb and Putrid Imp all get him into your graveyard and Recurring Nightmare, Necromancy, Animate Dead, Diabolic Servitude and much more all revive him. From there you should be able to draw and/or revive a bunch of Kokusho, the Evening Stars and cast some Exsanguinates until you win.

Denial:
Contamination: Where to begin... Reassembling Skeleton, Endless Cockroaches, Nether Spirit, Gibbering Descent, Eon Hub, Nuisance Engine, you get the idea :P.
Desolation: Loves Sundial of the Infinite but it just obnoxious in general.
Tainted Aether
Infernal Darkness: Another game-breaking card, especially when paired with something like Eon Hub or a Hellbent Gibbering Descent.
Nether Void: The classic Black denial spell.
Braids, Cabal Minion: This card is disgustingly powerful in dedicated Prison decks that churn out a body (Bloodghast, Reassembling Skeleton) to feed her every turn. You can also just abuse the fact that Sundial of the Infinite exists and use it as well.

Acceleration:
Heartless Summoning: This card can be awkward to build around but when your draw well and slam it on turn 2 it's usually pretty tough to lose.
Nirkana Revenant



4b. Destructive Cards
These are the face-smashers; the cards that pound everyone into the ground and gain you a massive advantage in one fell swoop. Any powerful, temporary, global effect fits into this category, with the "single-shot" attribute being their most distinguishing factor. These are not the kinds of cards that are used to gain you small, incremental advantages over time. Rather, they're trying to immediately bash the table to bits. While their temporary nature doesn't make them ideal when it comes to winning marathons, you're still probably going to have to rely on them to shore up some of your decks' weaknesses. They're a "necessary evil" in that sense. While some of these cards leave you relatively unscathed, a fair number of them wail on you equally as hard as they beat on everyone else. Building around the latter effects should be an important consideration when constructing your decks, since you don't want accidentally become the agent of your own demise. While the volatile nature of these cards makes them somewhat risky, since you can't rely on them to help you out more than once, it's offset by the fact that they provide you with access to some of the strongest effects in the game. Multiplayer, as is self-evident, necessitates that you challenge a great number of foes. It would be arrogant-if-not-stupid to think that you wouldn't find yourself behind at some point in your games, and so cards like these are a great way to keep the other players in check when you find yourself on the back-foot. If peoples' armies, life totals, mana bases, etc. start to get out of hand then these are the kinds of cards that can level the playing field or even swing things back into your favor. Every color has its own strengths and weaknesses when it comes to destructive effects, so you'll just have to make due with what you have available to you. Let's take a look at some of the most prominent choices:
Destructive Cards:

Alternate Win:
Mortal Combat: Think Iname, Death Aspect and Morality Shift for potential abuse.

Discard:
Mindlash Sliver, Rotting Rats, Liliana's Specter
Strongarm Tactics
Delirium Skeins
Unnerve
Mindslicer
Cabal Conditioning
Myojin of Night's Reach

Mass removal:
Innocent Blood, Barter in Blood
Black Sun's Zenith
Massacre
Mutilate
Bane of the Living
Damnation
Dregs of Sorrow
Living Death: Mix with Leyline of the Void/Withered Wretch and you have a Damnation + Twilight's Call for ~5 mana. These are some of the scariest cards ever printed for multiplayer.
Life's Finale
Massacre Wurm: What can't be said about this card? It's an aggressive beater, mass removal, and global life loss all wrapped into one. I know this isn't coming as news to anyone, but this is one of those cards that you can just throw into most most black and expect good things to happen.
Decree of Pain
Reiver Demon
Plague Wind
Dread Cacodemon

Life Loss:
Maggot Carrier, Rathi Fiend, Howling Banshee
Blistergrub, Soulcage Fiend, Caustic Hound
Bond of Agony
Exsanguinate: One of the (if not the) best mutiplayer cards of all time. In terms of a card that you can just automatically throw into any deck, nothing really tops this one. If the only thing you do after reading this guide is buy a set of these, I'd feel like it was mission accomplished.
Repay in Kind: Lich couldn't ask for a better partner in crime.

Discard + Removal + Life Loss:

Smallpox: Solid answer to early aggro that still significantly hinders Combo and Control players. This card does tons of work, especially if you're just pitching something like Bloodghast to it.
Pox: One of my most favorite disruptive tools. It destroys the most well-laid plans in one fell swoop.
Death Cloud: This card combos well with any Planeswalker under the sun and it's pretty tough to lose if you can cast this after you've resolved one.

Mill:
Shared Trauma: Black gets dedicated mill now? Weird but I'll take it.


4c. Scaling Cards
In this section, I'll highlight cards that scale directly off of having more players around. That is, the more players that are in the game, the more powerful that they become. The two types of scaling cards are the "true scalers" which benefit from having more players around and "semi-scalers" which benefit from having many more targets to choose from. An easy way to think about it is that Subversion (a true scaler) will drain more life every circuit in a 10 player game than it would in a 5 player game, but something like Beacon of Unrest (a semi-scaler) will only ever revive a single creature. You'll always appreciate having a bunch of awesome targets to choose from, but the card doesn't become wildly stronger or anything. These are prime examples of cards that are (generally) useless in duels that have suddenly become incredibly powerful due to the increased number of players in the game. If anyone started to read this guide in order to find the true multiplayer cards that are deliberately designed to be played in big Chaos games, then look no further. These are some of the first cards that you should be looking to invest in, especially if you're just starting to build up a collection of powerful, flexible, multiplayer cards. They'll always be relevant threats, regardless of the number of foes you'll be facing. Keeping all of that into consideration, let's take a look at what we have to work with:
Scaling Cards:

True Scalers:
Bloodchief Ascension: Mix with Mindcrank for a 2 card instant win combo. My favorite way to get the counters rolling is by using Ankh of Mishra.
Exsanguinate: The best damned scaler in the game. This card is a BEAST!
Blood Artist, Falkenrath Noble
Dross Harvester
Syphon Soul, Blood Tithe, Chancellor of the Dross
Urborg Syphon-Mage
Syphon Mind: Feel free to start any black deck with 4 of these. It'll never steer you wrong.
Syphon Flesh
Scavenger Drake, Khabál Ghoul
Death Match: Pairs well with your Reassembling Skeletons and Bloodghasts and whatnot.
Mortivore: Cheap regeneration? Check. Huge body? Check. Cheap cost? Check. Fantastic card? Check.
Sangromancer
Necrotic Ooze: Forms a 3 card combo with Triskelion and Phyrexian Devourer that kills the table through removal. By the way, did I mention that Buried Alive pitches 3 creatures into your graveyard?
Cairn Wanderer
Black Market
Exquisite Blood: Combos nicely with Sanguine Bond but is fairly powerful on its own too.
Subversion
Polluted Bonds
Kokusho, the Evening Star: This card is a true multiplayer beast. Feel free to just play him as is, but you can also thoroughly abuse him using cards such as Entomb, Buried Alive, Animate Dead, Necromancy and more. Cycling through multiple copies via Recurring Nightmare is even more degenrate, especially since Buried Alive can get 2 of them and a recurring threat (Bloodghast, Reassembling Skeleton) into your graveyard at the same time.
Harvester of Souls: This is one of those occasions where I'm just going to keep my mouth shut and be thankful that Wizards wants us Black mages to have all of the fun in multiplayer. This card is absurd.
Reaper from the Abyss
Grave Betrayal: If this can't get you juices flowing then I don't know what will.
Avatar of Woe

Semi-Scalers:
Any/enemy graveyard revival such as: Nezumi Graverobber, Chainer, Dementia Master, Beacon of Unrest, Geth, Lord of the Vault, Lim-Dûl the Necromancer
Spoils of Evil
Dark Impostor: Gray Ogre isn't the most impressive creature of all time but once you hit 6 mana this guy becomes quite fearsome.
Sewer Nemesis
Puppeteer Clique
Enslave
Herald of Leshrac: Zuran Orb anyone?


4d. Defensive Cards
As the name suggests, these cards ward-off other players, encouraging them to direct their attention elsewhere. Their purpose is to keep you alive for as long as possible by using whatever means necessary. This all stems back to coming prepared to go the distance and completing the marathon, which often entails protecting your own personal space from any would-be delinquents. While many of these cards may seem marginal at first (often times being 1-for-1 trades), it's important to remember the mental aspects of multiplayer. Making the "you gain nothing from attacking me" argument to 4 people, even if it's implicit, essentially makes your defensive cards 4-for-1 trades should they successfully stave off any would-be attackers. The fact that death and/or retaliation is assured goes a long way to protecting you, and shouldn't be underestimated. As you will soon see, the cards listed below range in terms of mana cost and level of protection that they offer. Picking the ones that will work best for your decks should be based off of a combination of their weaknesses and your own personal metagame. That is, try to pick the ones that will protect your deck when it's at its most vulnerable stage of development, given what you expect the other players to be doing at that time. With that general guideline in mind, you should have plenty of options to mull over:
Defensive Cards:

Executioner's Capsule, Seal of Doom: Spot removal can sometimes be required but it's always nice if you can threaten it without having to actually use it.
Abyssal Gatekeeper: It's not quite Innocent Blood and it's not quite Seal of Doom, but it's often the best of both worlds.
Vampire Nighthawk, Nirkana Cutthroat: This is my generic "deathtouch" example. It says a lot when your 2/3 can trade with their 7/7, and so this idea of mutually assured destruction basically prevents any rational person from making moves against you. Learn to love this keyword, as it will go far in protecting you in the long run.
Stinkweed Imp: While this card may seem fairly innocuous it's actually one of my favorites. He trades with anything and Dredging is a great enabler for cards like Recurring Nightmare, Oversold Cemetery, Reassembling Skeleton, etc. The fact that he recurs himself also means that he carries equipment well. Lashwrithe, Bonehoard and Loxodon Warhammer (deathtouch + trample is awesome) all come to mind. Don't be fooled; this is easily one of your best options.
Koskun Falls: It's a far cry from Propaganda but it isn't unplayable.
Vampire Hexmage: Dropping her is the best way to say "attack me and I'm killing your Planewalker." Loves Dark Depths and Grim Discovery if all else fails .
Hissing Miasma, Blood Reckoning: These cards are best used in lifegain decks (Exsanguinate, Vampire Nighthaawk, Wurmcoil Engine, etc.) since it makes the prospect of racing hopeless. They also screw-over token decks quite well.
No Mercy: This card is a great 1-2 of in most decks. It certainly isn't perfect but at the same time it's really annoying to have to deal with it. This is especailly true in decks with Exsanguinate.
Phyrexian Obliterator: Wait... What...? Is this card real?
Vengeful Pharaoh: Solid 1-of as a random blocker who makes life difficult for your opponents.
Stronghold Overseer: Good luck attacking into this walking Darkness.
Dread: He, much like other No Mercy effects, is best paired with lifegain such as Exsanguinate.


4d. Trap Cards
Trap cards punish your opponents for making uninformed decisions, unaware of the impending consequences of their ill-timed actions. Their distinguishing factor is that they typically abuse some sort of instant-speed effect to catch them off-guard and promptly discipline them for their ignorance. A select-few can only come out at sorcery-speed, however the overwhelming majority of them can "get" people at any time. While these cards will rarely-if-ever have a devastating effect on the board, their primary use is to put your opponents off-balance. You're not using these cards because you expect them to win you games; you're using them so that people will stop screwing with you when you appear to be defenseless. The idea is to let them know that you are never open, no matter how little you may appear to have on your side of the table. It's assumed that you're not to be trifled with, since there's no telling what could all be lurking in your hand. This should hopefully set you up later in games to bluff a defense, which means that the effects of trap cards tend to span far beyond the game at hand. Keep in mind that psychological warfare can be an important factor when it comes to consistently winning games in a multiplayer setting, and so every little edge that you can acquire helps. A word of caution though; I wouldn't rely on having your opponents "play scared" against you on a regular basis. Don't assume that just because you blew someone out once that you'll never have to put early-game defense in your decks ever again. If you fail to deliver on your promises too often then you'll quickly become known as the person who "cried wolf." That being said, it'll still sometimes be the best shot that you'll have at winning. Anyways, let's take a look at what awaits our unwitting foes:
Trap Cards:

Phthisis: What's this? You ramped a Darksteel Colossus into play? YOU DUN GOOFED SON! This is the best example of a sorcery-speed Trap card as far as I can tell.
False Cure: Punish those dirty Exsanguinate players!
Sudden Spoiling: Watch any 2 armies clash and instantly change the tide of the battle to suit your needs. Or, use it like Darkness in a pinch. Not the best card ever but it's quite powerful if you have a big standing army yourself.
Shriveling Rot: Now that's a multiplayer card! Scares, kills, wins... what doesn’t it do? This is easily one of the most powerful cards I've mentioned so far and is well worth acquiring.
Ink-Eyes, Servant of Oni: Shoulda blocked bro!

Last edited by Cz; 04-26-2013 at 10:03 AM.
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Old 05-19-2011, 03:37 PM   #2
Cz
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5. Additional Card Choices
Let's face it; I've only started the list of the playable Black cards. Just because a card doesn't meet one of the arbitrary requirements that I've previously established, that doesn't outright prevent it from being an amazing card to field in a multiplayer setting. I mean, I'm not exactly going to call Ancestral Recall a bad card because it "doesn't scale" or whatever. An amazing card is always going to be worth playing, regardless of the number of opponents that you're facing down. I'm not going to list every playable card in the color here or anything, just ones that I could see myself playing in some decks. I'm still trying to keep you on the right track when it comes to building your decks after all. So, after some reflection, I came up with:
Choices choices choices:

Dark Ritual: If your deck has a critical mass of powerful early game plays then this can be a playable card. Turn 1 Phyrexian Arenas and Necropotences are pretty tough to argue with after all.
Demonic Consultation: Absolutely broken in combo decks.
Vampiric Tutor: This is best used when it's grabbing combo pieces or draw engines but I mean at 1 mana it's kinda hard to pass this one up.
Skeletal Scrying: It doesn't take much for an instant speed draw X spell to be playable lol.
Demonic Tutor: Yeah this card is just broken in ANY deck lol.
Profane Command: It's a 2-for-1 that can dome people for X and give your army fear to make kills. Not bad.
Beseech the Queen: Not the best tutor ever but certainly not the worst. 3 mana is easier to stomach than Diabolic Tutor's 4. Diabolic Tutor is completely unplayable in case that isn't clear.
Sever the Bloodline: Exiling 2 threats isn't great but it's sometimes required.
Consuming Vapors: Solid 2-for-1 with some free lifegain involved.
Tendrils of Corruption: I'm not a fan of most spot removal but this one is usually fine.
Promise of Power: Cards and dudes are always good things to have on hand.
Annihilate: Any cantrip with a decent effect is playable.


6. Artifacts and Lands
Each color has its own various strengths and weaknesses, and so one of the best ways to enhance what it already does well or shore up areas where it struggles is to turn to colorless solutions such as artifacts and lands. At the end of the day, even though these types of cards could care less about the color(s) of the deck that they're in, it's still very easy to associate certain artifacts and lands to certain colors. The point here is that I'm not trying to create a blanket list of powerful multiplayer artifacts or anything, but rather to showcase the ones that naturally pair with the color. Everything listed will serve an important role in one way or another, and will hopefully shed light on some powerful synergies and strategies that you may not have previously considered. Keep in mind that many of these cards may not be multiplayer cards in the traditional sense, but they bring such a high degree of consistency and/or power to decks that I feel compelled to mention them anyways. The available options include:
Artifacts and Lands:

Synergistic Lands:
Leechridden Swamp: Global, colorless life loss on a land is so devious.
Volrath's Stronghold
Howltooth Hollow: The old Mindslicer into a free Hollowborn Barghest combo never looked so good.
Urborg, Tomb of Yawgmoth: Loves Filth, breaks Cabal Coffers in two and is just generally awesome at turning utility lands into Swamps to shore up your mana base.
Dark Depths: Cabal Coffers, Vampire Hexmage, Hex Parasite and Aether Snap are all great ways to get a 20/20 indestructible flier on the field. For more abuse, pair it with the Hexmage and throw in Grim Discovery to recover the combo should anything happen to Marit Lage.
Boseiju, Who Shelters All: Imperative land to have access to in counter-heavy metas. You can't afford to have your Exsanguinates for 15+ be stopped after all.
Dakmor Salvage: Pox effects sure chew through lands.
Glacial Chasm: Loves Eon Hub and a Hellbent Gibbering Descent. Mix with Contamination and you can stop all damage and most spells. Scary! This is easily the strongest multiplayer land for its cost ($ wise).
Phyrexian Tower, High Market: Sometimes you just plain need a sac outlet and having it on a land is groovy.

Solid Ramp:
Sol Ring: The best ramp spell in the game. It's always correct to play the maximum number of copies that your playgroup will allow (barring personal preference to keep things casual).
Everflowing Chalice: It's a Mind Stone on turn 2 or an Ur-Golem's Eye on turn 4, both of which help to speed up your slow Control decks.
Charcoal Diamond, Mind Stone: Since your turn 2 is often "wasted" anyways it's never a bad idea to have access to some Rampant Growths.
Worn Powerstone: Helps you hit 6 mana by turn 4, which is the perfect number to start slamming Wurmcoil Engines and Massacre Wurms and whatnot.
Solemn Simulacrum: Solid ramper who blocks (virtual lifegain) and draws you a card. You'll rarely live the dream and get the full 3-for-1 but that's fine. It's worth noting that any warm body is fine when your list has Lashwrithe or whatever.
Thran Dynamo: Cheap and effective way to power out some X spells (Profane Command, Exsanguinate) or ramp out your Griselbrands and whatnot.
Gilded Lotus

Good Creatures:
Wurmcoil Engine: The best all-around multiplayer creature ever printed in my mind. Any deck that has 4 of them gets 2 big thumbs up from me.

Persistent Artifacts:

Sundial of the Infinite: Combos amazing well with cards like Dawn of the Dead, Mimic Vat, Unearth (Corpse Connoisseur for example), Braids, Cabal Minion, Glacial Chasm, Infernal Darkness, Desolation, and so much more.
Ghoulcaller's Bell, Worry Beads, Mesmeric Orb, Sands of Delirium, Whetstone, Keening Stone: Mill for the mill decks.
Ankh of Mishra: Best used in quick-kill decks with cards like Pox, Bloodchief Ascension, etc.
Mindcrank: Nothing beats pairing this card with Bloodchief Ascension for a 2 card instant win combo. Just remember to include Ankh of Mishra to get those counters rolling quickly.
Skeleton Shard: Amazing form of recursion in a world of Sundering Titans and Wurmcoil Engines.
Crucible of Worlds: Pox and Death Cloud destroy your mana base after all.
Staff of Domination: Put that Cabal Coffers mana to use.
Mimic Vat: Utterly abusive in multiplayer, especially when paired with strong "enters the battlefield" effects.
Rackling, Wheel of Torture: Perfect win conditions for your discard-based Control decks.
Bösium Strip, Mirari: Good in MBC decks that have access to tons of mana and ramp massive spells. Doubling Exsanguinates wins games.
Trading Post: Blah blah Reassembling Skeleton and Bloodghast blah blah.
Phyrexian Processor: Setting this off at 5-8 in your decks with global drain spells can be backbreaking. Much like Exsanguinate, it's not always about firing if off for 15+ to outright win the game. Value X spells are still very powerful.
Dingus Staff, Dingus Egg: Pox effects are so much better when they win games outright. Think of a Death Cloud for 10 with these on the field!
Psychosis Crawler: You can see how abusive he can be with Yawgmoth's Bargain, Griselbrand and black's other bursty draw effects that cost life, such as Promise of Power. Great way to burn everyone down with you while creating massive beaters to finish enemy players off.
Eldrazi Monument: One of the best cards ever printed for creature-based decks. Pretty much every tribal deck should be running 3-4 of them if they can reliable fuel its upkeep cost in my opinion.

Destructive Artifacts:
Oblivion Stone, Nevinyrral's Disk, All is Dust: Grant Black mages the ability to destroy bothersome enchantments and/or artifacts that they wouldn't be able to touch otherwise.
Memory Jar: Gruesomely powerful combo card. Not only does it draw you 7 cards to work with, but it can also be paired with Underworld Dreams and/or Liliana's Caress to destroy the entire table.

Defensive Artifacts:
Defense Grid: Gotta stop those counters somehow.
Ensnaring Bridge: Great defensive card to use in discard decks. Gibbering Descent and the like do a good job of locking everyone at 0 cards. Note that Guiltfeeder loves discard and attacks snugly past it at 0 power.
Noetic Scales: Another beastly defensive card to field in your discard decks.
Witchbane Orb: I think that it's cool that Black has access to this kind of effect now. Not everyone will need this type of protection, but hey, it's always available if you do.
Stuffy Doll, Creepy Doll: 2 of my favorite cards to field in Pestilence-style decks. Fair warning that Stuffy Doll doesn't exactly make you any friends though :P.

Scaling Artifacts:

Geth's Grimoire: Mix with Words of Waste for maximum effectiveness. Toss in Sickening Dreams and you have a bonified way of winning the game outright.
Bonehoard: Mortivores 5-8. This card is disgustingly good in creature-heavy metas. It, like half the cards in this guide, pairs well with Reassembling Skeleton.
Grimoire of the Dead
Mind's Eye
It that Betrays: Probably the single greatest card to play/revive just before you Death Cloud for 10. Has so much fun Pox-like effects. Try to revive him if possible to get past his steep mana cost.

Reasonably Priced Equipment:
Ring of Xathrid: Fantastic way to add inevitability and resilience to your creature-based decks.
Grafted Wargear: Amazing on your early drops (Vault Skirge, Reassembling Skeleton, Vampire Nighthawk).
Loxodon Warhammer: Lifegain and Trample is sweet, especially when you drop this on something like Mortivore.
Sword of Vengeance: Gets the job done more often than not. Haste and First Strike make sorcery-speed removal look silly. This is a Control player's nightmare.
Lashwrithe: This card is unreal when paired with your Reassembling Skeletons and Stinkweed Imps and whatnot.
Bonehoard: Yeah, this was in the previous section too, but it's powerful enough to highlight it a bunch. Pair this with a Reassembling Skeleton once and you'll be hooked for life.
Batterskull: Beep beep! The win truck is here!

Card Draw:
Skullclamp: If your deck has more than 0 creatures and you're allowed to play this card then you probably want to. It's one of the most absurdly broken draw engines ever printed after all.
Candles of Leng
Seer's Sundial
Jayemdae Tome: The definition of a mediocre card in my mind. Not too cheap, not too expensive, no downside, no amazing upside, just a moderately playable card.
Angelheart Vial: Pseudo-Sun Droplet that draws you cards.
Illuminated Folio:
Staff of Nin

Miscellaneous Draw/Fetch/Manipulation:
Expedition Map: Grabs your Urborg, Tomb of Yawgmoth, Dark Depths and/or Cabal Coffers.
Sensei's Divining Top: Having 1 of these in your decks with fetchlands, tutors and other shuffle effects is a decent way to improve your overall card quality.
Journeyer's Kite: A personal favorite of mine in slow control decks. It's great at helping you build up your Swamp count so that you can dominate the late-game with massive Cabal Coffers-fueled plays.


7. Other Colors
As much as I'd like to think that a color can stand on its own, there exist many Gold cards that are tailored for multiplayer play that can often times provide it with some much needed support. Because Gold cards are harder to cast relative to mono-colored ones, you typically get more bang for your buck when you field them. As such these gems will not only enhance the tactics you've already become familiar with, but will likely upgrade the power level of your decks to the next threshold. This is all too important in multiplayer, where you'll constantly be barraged by a horde of powerful threats all barreling down at you from you stiff opposition. It's difficult to express a general use for these kinds of cards, and so I can't give a much more specific description of what Gold cards will bring to your decks. The best advice that I can give you is to simply peruse the list as you build decks of the corresponding colors. You just may find a diamond in the rough. Relevant Gold cards, in my mind, include:
Gold Cards:

Black + Red:
Lavaclaw Reaches: Not the best manland ever but it's still a lategame Fireball that fixes your mana.
Spiteflame Witch
Everlasting torment
Spiteful Visions: Works well in your Underworld Dreams decks.
Rakdos, Lord of Riots
Olivia Voldaren
Kulrath Knight: Midnight Banshee never had it so good.
Lightning Reaver
Breath of Malfegor: My finisher of choice in BR burn decks featuring Exsanguinate and Earthquake type effects.
Skull Rend
Malfegor
Deathbringer Thoctar
Defiler of Souls
Kaervek the Merciless

Black + Blue:
Creeping Tar Pit: This thing eats Planeswalkers for breakfast, dodges most removal, carries equipment extremely well and even fixes your mana.
Baleful Strix: Possibly the second dumbest thing that you can recur with Skeleton Shard. The first is obviously Wurmcoil Engine.
Sygg, River Cutthroat
Vile Consumption
Urza's Guilt
Breathstealer's Crypt
Memory Plunder: I'll take that Insurrection thank you.
Vela the Night-Clad

Black + White:
Vault of the Archangel: This card should make the cut virtually every time. It brings insane inevitability to any creature-based deck.
Orzhov Guildmage
Putrid Warrior
Orzhov Pontiff
Souls of the Faultless
Sorin, Lord of Innistrad
Ghost Council of Orzhova
Divinity of Pride: Solid in your lifegain decks with Exsanguinate, Blood Tithe, Serra Ascendant, etc.
Agent of Masks
Necromancer's Covenant
Vish Kal, Blood Arbiter
Angel of Despair
Debtors' Knell

Black + Green:
Svogthos, the Restless Tomb: Fine land for your graveyard-based decks.
Grim Backwoods: I could see decks running 1 of these to convert late-game mana dorks into real cards.
Deathrite Shaman: Acceleration, lifegain and global damage all for the low cost of 1 mana.
Korozda Guildmage: It functions well as both a 2 and a 6 drop and it allows you to push damage through using anyone's creatures.
Pernicious Deed
Glissa, the Traitor
Savra, Queen of the Golgari
Jarad, Golgari Lich Lord
Vulturous Zombie
Lord of Extinction
Vraska the Unseen


8. Synergies and Strategies
Now that we've gone over the most prominent multiplayer card choices, it's high time we start piecing some of this information together to start building decks. The goal of this section will be to discuss general synergies that can be applied to various decks/deck types rather than discussing specific combos or interactions in great detail. In multiplayer games more-so than in duels, the sum of the parts has to be greater than the whole. It's the only realistic way to win the game given the incredible opposition that players are likely to be facing. I'm going to be taking simple, easy-to-understand concepts, and start incorporating what I've been discussing into them. That is, I will show you how to put a multiplayer spin on a strategy that you already know and love. Full decklists will come later, since I'm still trying to drive home the idea of thinking about things from a multiplayer perspective at this point in time. You need a solid plan to defeat a large number of opponents, and that won't come intuitively to everyone at first.
Discard Effects:

I want to start off by talking about discard-based strategies since it's one of the few features that is more-or-less unique to Black's portion of the color pie. If we turn back to our persistent and destructive cards, we can see a just how many constant and mass discard cards that we have at our disposal. It would be a shame if we couldn't find good ways of putting them all to use. Still, most people will have probably also noticed that many of them force the caster to discard cards as well. Now, you might be asking "since this leaves players on a level playing field (essentially), what's the point of using them?" Well, your goal should always be to break the parity and come out ahead after the exchange. Make those discard effects work for you; not against you. It's also important to remember that discard effects hinder people but that they do not inherently win games. You can annoy people all you want but in the end it's pretty worthless if you can't take home the W.

Friends with Benefits
With all the revival spells Black mages have at their disposal, be it Recurring Nightmare or Beacon of Unrest, Black mages often want to get their big creatures in the graveyard to power them into play. Casting Smallpox and following it up with an Animate Dead on a beast such as Sheoldred, Whispering One, Griselbrand or Kokusho, the Evening Star is going to swing games massively into your favor after all. In addition, there's a good deal of revival that allows Black mages to resurrect creatures from any graveyard. Rise from the Grave certainly comes to mind and even Ashen Powder has the potential to be brutal. Sometimes it's perfectly viable to revive the biggest creature discarded and use that to smash your way to victory. Moreover, cards like Haakon, Stromgald Scourge can only be used if discarded/milled, meaning discard might be a required component of the deck to begin with. With some decent knights and Nameless Inversion, Haakon can be a real beast. If you want to get even more tactical, you can sit behind an Ensnaring Bridge and/or Noetic Scales for defense and attack with a Guiltfeeder to win. He puts discarded cards to great use, and at 0 power, he's unphased by your artifacts. The idea here is that discard does not have to be disadvantageous. When you're discarding Bloodghast to Liliana of the Veil and other players are discarding real creatures and spells, you're actually powering yourself forward while simultaneously setting the other players behind. Self-discard does not have to be a bad thing.

It's a Race! And I'm Winning!
Even if Black mages lacked the means to resurrect fallen creatures, they could still use discard as a primary win condition. Shrieking Affliction, Quest for the Nihil Stone, Bloodchief Ascension, Liliana's Caress and Wheel of Torture can all turn discarded cards into straight up damage. By taking what your deck already does best and using that to win, you will quickly become a force to be reckoned with in your multiplayer games. If you're building a multiplayer discard deck I strongly suggest that you include a full set of Wheel of Tortures and Shrieking Afflictions because they are the most solid win conditions that I've ever played with. This is of course assuming that you're fielding Necrogen Mists, Bottomless Pit and/or Gibbering Descent as well, but hey, with Ensnaring Bridge around to stop creatures why wouldn't you be amiright?

Digging Deeper
Let's look at Geth's Grimoire. Mix it with Words of Waste to draw an enormous hand and winning should be fairly academic from there (Sickening Dreams anyone?). Or, you could pursue the opposite strategy and keep your hand at 0 cards instead. Why? Ensnaring Bridge and Noetic Scales are reasons enough alone, but Gibbering Descent is your real champion for this tactic. Once you're locked at 0 cards, Contamination, Glacial Chasm and much more all become game winners. Keep in mind that discard tends to draw a lot of hate, which I why I typically start my lists with some amount of Ensnaring Bridges and usually some Null Brooches as well.

Removal Effects:

Looking back at our persistent and destructive cards sections once again we can see various ways of clearing the board of pesky creatures. While this does a good job of setting players back, it doesn't actually win you the game. In this section I'll be exploring some of the better ways to win using these MBC style removal-heavy decks and how you should be looking to support and play them. While they play out in a similar fashion as they would in a regular duel session, there are still some important considerations to make.

Getting Back on the Horse

One of the better ways to convert mass removal into a game win is to recover from their effects and/or abuse them much faster than the other players can. Choosing the right cards to play both pre and post-Wrath is vital to your success since that will be your best chance to seize the initiative and make plays that can win the game. Whenever possible you'll want to play recursive threats such as Reassembling Skeleton and (my personal favorite) Stinkweed Imp pre-Wrath to ensure that you're not actually losing much to your inevitable Mutilate on turn 4 (or whatever). You'll also want to be slamming some equipment on to the table whenever possible because they won't be going anywhere even if all of your critters do. Bonehoard and Lashwrithe are 2 favorites of mine because of how well they scale into the late game. Still, pretty much anything will do. Umezawa's Jitte, any Sword (Sword of Light and Shadow for example), Grafted Wargear, Batterskull and much more are all quite nuts when you have a steady stream of recursive threats to support them.

Conversely, one could simply play with some revival. Phyrexian Reclamation, Oversold Cemetery, Haunted Crossroads and Diabolic Servitude can all enable you to recur your key threats as needed. While each has their own ups and downs, it's clear that there's a spell out there for everyone. You don't need a ton of these kinds of cards, but hey, 1-2 copies can sometimes go a long way. This is especially true if you're fielding Fleshbag Marauder-esque creatures that function as your removal spells. Still, just plain recurring Vampire Nighthawks, Phyrexian Obliterators, Wurmcoil Engines and Grave Titans while Wrathing as needed is probably going to get there in the end.

Maximizing Value
Another way to abuse your mass removal spells is to pair them with synergistic spells and effects. Mimic Vat and Grave Betrayal both come to mind as cards that can be back-breaking if they're followed-up with a big removal spell of some sort. Mortivore is usually pretty strong after-the-fact however, which is relevant if your deck doesn't have enough bodies to support Bonehoard. Beacon of Unrest and its ilk are typically fine options as well but they're not nearly as exciting. You can also "go for the win" and pair mass removal with Massacre Wurm and/or Shriveling Rot effects to hopefully end games outright.

Finish Him
I think that the "best" (from a "I want to win at all costs" standpoint) way to abuse mass removal spells in a multiplayer setting is to simply combo people out or win with something like Exsanguinate that isn't affected by it. It doesn't matter if you're using Vampire Hexmage + Dark Depths, Helm of Obedience + Leyline of the Void, Bloodchief Ascension + Mindcrank, Exquisite Blood + Sanguine Bond or any number of other viable options because they should all get there in the end. While this option is somewhat cheesy and unfun (even if it's just a simple Cabal Coffers fueled Exsanguinate), it's still a viable way to go about it. Still, combo decks should probably only be used sporadically in my opinion.

Drain Effects:

One of the cards that has dramatically changed the face of multiplayer Magic is Exsanguinate. While it was preceded by Kokusho, the Evening Star and other weaker variants such as Syphon Soul and Blood Tithe, nothing of its caliber was seen until Mirrodin Besieged was printed. It's what I like to call a "one card win condition." It has a fairly unique ability in the sense that it can quite easily defeat any number of opponents on its own. That's an incredible feat to say the least. I feel as though this card, more than any other, has paved the way for multiplayer drain decks. As a Black mage myself, I've learned a lot about building drain decks in my lifetime. While the strategy being employed is fairly linear, I can tell you that there's much more to building the decks than simply cramming as many drain spells as you possibly can into the thing.

Defense is Paramount
Any global deck is going to draw global hate. If you're simultaneously draining down each opponent they're going to eventually gang-up on you in an attempt to stop you from killing them all. You're not exactly giving them much choice after all. As such, I've come across a number of defensive precautions that you can take to thwart the inevitable onslaught heading your way. Your first line of defense is typically Boseiju, Who Shelters All. It's an extremely relevant card in counter heavy metas, because it ensures that you'll be firing off drain spells constantly in order to maintain the high life total that you'll need to survive. You cannot afford to have that Exsanguinate for 8 get Mana Leaked after all. Defense Grid is a potential consideration as well but I mean land slots are typically much easier to gobble up than spell slots. Next, you'll probably want to turn to something that will enable you to stifle creature-based attacks. Innocent Blood, Abyssal Gatekeeper, Massacre, Barter in Blood, Mutilate and Damnation all spring to mind as good options to consider. The idea here is to prevent dogpiles of creatures from taking you down by using a whack of mass removal to keep early hordes in check. You can also support that plan with a few No Mercys and Dreads that will handle the odd creature that still gets through. You should have the life total to take a few hits here and there after all. Your last line of defense should almost always be Glacial Chasm (+ Eon Hub if desired). It's an amazing card that has won me countless games. These decks do not care about attacking and the life payment is irrelevant when you're draining everyone down. It's the penultimate defense for those reasons alone, and so I strongly suggest that you consider including some in your lists. They can be utterly insane in the right hands.

Life for Cards
In addition to shoring up your deck's defenses, you'll have to ensure that the deck will draw enough threats to keep the drain engine going. This is actually incredibly easy, because no other color can covert life-to-cards like Black can. Whenever I build drain decks, I always turn to cards such as Skeletal Scrying, Sign in Blood, Necropotence, Underworld Connections, Phyrexian Arena, Necrologia, Yawgmoth's Bargain and even Promise of Power. I personally feel like every Black mage should experience the power of untapping with a Yawgmoth's Bargain in play. Simply draw cards until you grab an Exsanguinate or Blood Tithe, play it, and repeat. It's honestly that simple. Learn to love trading life for cards; it's one of Black's greatest strengths.

Playing Your Meta
The last thing to consider when playing drain decks is how competitive your meta is. In highly competitive ones with lots of removal for instance, Urborg Syphon-Mage probably won't be very effective. You don't want to play a card just to have it eat a removal spell. He is a best used in removal-light metas where he can happily turn all of your dead lands and weak draws into Syphon Souls. Furthermore, ensure that you take advantage of the casual nature of multiplayer whenever possible. For example, I know that a lot of playgroups have "friendly" mulligan rules that allow player to take freebies if they so desire. A creature such as Chancellor of the Dross can become a very potent tool in those instances and should strongly be considered in your decks. Keep in mind that there is no one way to build or play a drain deck and so you should always take your personal metagame's quirks into consideration.

Prison Effects:

One of the most powerful types of Control decks that you can possibly field in a multiplayer setting are Prison decks. By locking your opponents out of vital resources you can effectively prevent them from ever being a factor in the game. While this can be quite frustrating, it's too powerful to ignore. I'm not saying that everyone should play a Prison deck in a casual setting, but hey, some men just want to watch the world burn. Black mages can build some incredibly consistent and devastating Prison decks, so look no further if you're in to that sort of thing.

All Hope Shall Vanish

The biggest problem that Prison decks face in a multiplayer setting is a good old-fashioned dogpile. Once the jig is up you probably don't have very long to live and you should expect to face heavy resistance each and every time. As such, you would do well to try and end the game as quickly as possible. That usually means turning to a few key cards, namely Contamination, Smokestack and Braids, Cabal Minion. These 3 cards can essentially read "you don't get to play the game" for everyone else provided that you built your deck accordingly. While there are certainly other "build-around-mes" to consider, these are the big 3 in my mind. Cards such as Tangle Wire and Desolation aren't always good enough after all. They can change the game, there's no question about that, but it's hard to outright win using any of them.

Sacrificial Lambs
Now that we've established the primary players, it's important to highlight how we're going to break their symmetry. On the surface it seems like a card such as Smokestack could cause you just as much harm as it causes others but that will basically never be the case in practice. You're going to be filling your deck with cards such as Reassembling Skeleton, Endless Cockroaches, Brood of Cockroaches, Bloodghast, Nuisance Engine, Sengir Autocrat etc. that fulfills the sacrifice requirement indefinitely (or at least for a very long time) whereas other players will not have that luxury. It's not outside the realm of possibility that you can just run out a turn 2 Reassembling Skeleton and follow it up with a Contamination to win the game for all intents and purposes. That won't happen in all metas, but it will certainly be the case in some. The key thing to remember is that breaking the symmetry is imperative with respect to building a solid Prison deck. The self-inflicted damage should be minimal compared to the overall global ruin.

Prisoners to Their Cells
The next thing to consider is how to round the deck out. Bearing in mind that goal is typically to lock players out of the game, you should be focused on adding speed and disruption to your lists whenever possible. Everflowing Chalice and other 2 drop accelerants are a great way to power out a Braids/Smokestack on turn 3, which is relevant if you expect to face heavy resistance beyond that point. Smallpox is a fantastic way to clear the field and set people back on lands, which can be backbreaking if something like Smokestack is already leaning on people's mana bases fairly hard. Ensnaring Bridge is a nice cheap artifact that can stop anything big from heading your way, and can always be sacrificed later on if needed. Sundial of the Infinite can be extremely powerful, especially if you don't have any good fodder to pitch to your Smokestack or whatever. It's important to note that Smokestack has 2 triggers, so you can always add a counter on to it before skipping your turn with the other still on the stack. Dakmor Salvage and Crucible of Worlds provide some interesting and versatile mana base options, and are especially relevant when Bloodghast and Mishra's Factory are involved. Ultimately you're just looking for a good mix of cheap artifacts, recursive creatures and solid lands that can help you go the distance.

Capital Punishment
The final component to a Prison deck is its plan to actually win the game. This is barely worth discussing since pretty much anything can work. Bloodchief Ascension, Iron Maiden, Leechridden Swamp, Batterskull, Animate Dead on some fatty, or even just your random 1 and 2 power beaters can work. I strongly suggest that you kill people quickly however, if only so that you can move on to the next game. Your deck isn't exactly "fun" to play against, so I don't mind making it slightly worse if it means ending games sooner and making people less annoyed. Do not sit there and like deck people out over 2 hours or whatever. That's a good way to get a deck banned on the spot lol.

Mill Effects:

As strange as this may seem, Black is actually a very strong mill color. While most players know it as something that Blue mages typically specialize in, I actually find some of the strongest mill decks to be Black-based. That being said, this is primarily because of the very specific intentions of very specific cards. Blue has a great deal of "mindless" mill, whereas Black mill decks tend to look more like combo decks. Even so, I find milling to be an incredibly effective multiplayer tool, and I'd like to talk about the various ways in which you can abuse it.

Bringing the Boys to the Yard
The biggest challenge for any mill deck will be to quickly and effectively mill each of its opponents before it loses the game itself. How that problem is tackled will vary based on its individual deckbuilder, but I can offer you some solid advice. First of all, "combo" mill decks exist. Pairing Painter's Servant with Grindstone can be an effective way to mill an opponent's entire library every circuit for 1 mana. That's nothing to scoff at, especially considering how fast the combo can hit. Keep in mind that Black has access to the best tutors and some of the best draw spells in the game. A step up from that would be pairing Leyline of the Void with Helm of Obedience to exile an entire library for 1 mana every circuit. This can be especially relevant if people are packing Eldrazi/Gaea's Blessing that would otherwise prevent you from milling them normally. I should probably take this opportunity to highlight the fact that Leyline of the Void and Planar Void are just plain good cards in general if you're playing a mill deck. You really can't go wrong with them because they stop any and all Elixir of Immortality shenanigans and whatnot. They also hose graveyard-based strategies altogether, which will often prevent your mill plan from backfiring on you. Moving on, the most multiplayer-friendly mill combo that I know of is pairing Bloodchief Ascension with Mindcrank. If it isn't evident, once the Ascension is active, any card sent to a graveyard will cause its owner to be milled for his entire deck and cause him or her to be dealt an obscene amount of damage (which will then heal you for a lot of life). I want to take the time to plug Bloodchief Ascension's use in any mill deck, regardless of how it goes about winning the game. It's a one-card win condition in most cases. Now, I know that combo decks aren't for everyone. If you're not looking to end the game using one of these methods, build a global mill deck that has a lot of strong multiplayer mill effects. Shared Trauma, Mesmeric Orb and Whetstone should comprise the backbone of your deck. Sands of Delirium and Keening Stone aren't bad either. I especially like the Keening Stone as it can usually kill a player every turn once you hit the mid-to-late game. Finish your lists off with cards such as Worry Beads and Ghoulcaller's Bell which can shore up any remaining slots.

Holding the Fort
The next consideration to make is defense. You're going to need it. If it isn't clear by now, Black decks tend to draw a lot of hate in multiplayer. That's the price we pay for being so awesome at everything. Now, I'm going to plug Ensnaring Bridge and Glacial Chasm (+ Eon Hub) for the millionth time, but I will also offer some new insights for a change. Mill decks have a whole new resource to work with; their graveyard. This does open up some interesting options. Immortal Coil and Nefarious Lich both swap your life total with the number of cards in your graveyard (more or less), which can be very powerful in decks with cards such as Mesmeric Orb and Whetstone. They both do have some scary drawbacks, so it's not like you can just mindlessly play them, but they can both make for some very interesting games. While the Lich is the scariest of the 2, it also has the most potential. When you have cards such as Exsanguinate and Blood Tithe at your disposal, gaining a lot of life becomes very easy. Moving on, you have access to some of the best mass removal in the game as long as you're in Black. Innocent Blood, Abyssal Gatekeeper, Massacre, Barter in Blood and Mutilate can all buy you some much needed breathing room. Moreover, the "Defensive Cards" section of this guide does a good job of highlighting some much safer options to consider. I'll also be discussing some very strong creatures in the next section, and it's important to remember that big creatures can serve as both offensive and defensive tools as needed.

Taking the Gold
While we've gone over the most commonly employed ways to mill people and some of the more relevant ways of defending yourself while doing it, we still haven't tackled the problem of winning the game. Sure, you can eventually mill everyone to 0 cards, but that can be exceptionally slow and difficult if you don't go about it the right way. Now, you can obviously play revival, and I've listed some great options in other sections already (Grimoire of the Dead sure spring to mind). While mill is fine and revival is great, do not feel like you're pigeon-holed into pursuing those routes. The first alternative that I consider is creatures. Not just any creatures though, creatures that care about graveyards. Mortivore, Bonehoard, Sewer Nemesis and Guiltfeeder can all turn mill into straight up damage. Don't forget that Guiltfeeder attacks past Ensnaring Bridge unhindered, even if you're sitting pretty at 0 cards in hand. Another creature that I like including in mill decks is Emrakul, the Aeons Torn. While he typically acts as a simple way to prevent self-decking, it's actually not that hard to get him into play either. A lot of people forget that Makeshift Mannequin can be used to revive him after his shuffle trigger is put on the stack. This allows you to not only reset your library, but also lets you keep good old Cthulhu to stomp some scrubs with. Other ways to get him into play include cards such as Crypt of Agadeem, Songs of the Damned and even Spoils of Evil. People might look at these cards and say "ok, but what happens if you don't draw Emrakul?" The truth is that we can also use them to fuel massive Yawgmoth's Wills, Shared Traumas, Whetstone triggers, or even plain old Exsanguinates. This is your second alternative as far as I'm concerned; use mill to power out a way to end the game quickly and effectively. Your final alternative, as I've already touched on earlier, is to simply use mill to simply drain everyone down via Bloodchief Ascension.

Last edited by Cz; 12-06-2012 at 03:06 PM.
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Old 05-19-2011, 03:38 PM   #3
Cz
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9. Sample Deck Lists
The purpose of this section will be to provide readers with an idea of some sample decklists that I have constructed over the years. I'll do my best to highlight the most important interactions and synergies amongst the various cards; which probably means that I won't spend too much time explaining why Syphon Mind is in the deck. They'll be good starting points for anyone looking to make similar decks, by giving you a basic idea of the most obvious card choices. Now, keep in mind that these deck lists will become somewhat outdated and suboptimal as time goes on. I'll do my best to update them as much as possible, but I'm only 1 man. They'll still be useful learning tools however, even if they're not always relevant. Each of these decks brings various multiplayer elements that I've previously discussed into play. Please keep all of this in mind as you read over them.
Control Decks:

Discard-based Control:

Need a Hand?  
Lands (24)
24x Swamp

Creatures (6)
4x Abyssal Gatekeeper
2x Rotting Rats

Spells (30)
4x Quest for the Nihil Stone
3x Innocent Blood
4x Shrieking Affliction
4x Smallpox
4x Necrogen Mists
3x Bottomless Pit
4x Ensnaring Bridge
2x Mutilate
2x Noetic Scales
This is an example a very simple discard-based Control deck. Your goal should be to kill small creatures with your removal, land a constant discard engine or two and ultimately survive long enough to kill everyone with Quest for the Nihil Stone and/or Shrieking Affliction. Ensnaring Bridge handles anything large, which is why Innocent Blood and Abyssal Gatekeeper were chosen to handle the small fries. Massacre is a potential alternative to use over Mutilate but should only be chosen if it will consistently be cast for free. Null Brooch can be included to answer troublesome mass removal spells such as Tranquility that would just destroy you. Don't run them if you don't think that you'll need them however. The mana base is purposely kept simple because you'll need to hit your land drops consistently. Discard decks tend to draw a lot of hate so you typically cannot afford to stumble on mana. That's why none of the lands enter the battlefield tapped in my list. Your mileage with the deck will vary, but you can always turn to tutors to make it more consistent if needed. Beseech the Queen and Dimir Machinations are your primary budget options, and I highly recommend them in slower metas. Finding Bridges is the real key to the deck, so it's fine if the tutors are somewhat limited in scope. With respect to alternate win conditions, cards to consider are Bloodchief Ascension and Wheel of Torture.

Still, my favorite variation of this deck is one based off of traditional Legacy Pox lists. It's obviously modified to beat any number of opponents but it's a complete hoot to play and should incite quite a few groans from the rest of the table.

Need a Hand?  
Lands (25)
25x Swamp

Creatures (3)
3x Abyssal Gatekeeper

Spells (31)
4x Dark Ritual
3x Innocent Blood
4x Shrieking Affliction
4x Smallpox
2x Pox
4x Necrogen Mists
2x Bottomless Pit
3x Wheel of Torture
4x Ensnaring Bridge
2x Noetic Scales
For what it's worth I've been playing this type of deck for close to 9 years now and this is where it's ended up. I feel like a strategic mix of constant discard, persistent protection and mass removal are keys that cannot be overlooked if you want the deck to be successful. Win conditions are often very unimportant but the 2 best (by a huge margin in my opinion) are the 2 that I've listed. Everything else is a bit too slow or conditional and I've lost plenty of games because of that.

Traditional Control #1: Midrange Version:

MBC  
Lands (25)
19x Swamps
3x Cabal Coffers
1x Urborg, Tomb of Yawgmoth
1x Phyrexian Tower
1x High Market

Creatures (16)
4x Vampire Nighthawk
4x Phyrexian Obliterator
1x Vengeful Pharaoh
1x Kokusho, the Evening Star
4x Wurmcoil Engine
2x Sepulchral Primordial

Spells (19)
3x Wayfarer's Bauble
1x Phyrexian Reclamation
2x Exsanguinate
2x Worn Powerstone
3x Phyrexian Arena
1x Oblivion Stone
1x Haunted Crossroads
3x Mutilate
1x Syphon Mind
1x No Mercy
1x All is Dust
This is an example of a traditional MBC deck that touches on many of multiplayer elements that I've been alluding to all this time. It's seeking to stabilize the field early on with Vampire Nighthawk so that it can hopefully slam a Phyrexian Obliterator or Wurmcoil Engine on turn 4 (off of a turn 3 Worn Powerstone whenever possible). From there it's either to looking to grind the table out with powerful spells or to simply drain everyone for 20 using Exsanguinate and Kokopuffs. Phyrexian Arena is the draw engine of choice and a lone Phyrexian Reclamation is there to support your creatures as needed. Since both cards drain your life the deck has a ton of ways to recoup it. As you can plainly see this deck is somewhat slow and will never start before turn 3. As such, I wouldn't recommend using it in highly-aggressive metas.

Phyrexian Obliterator is sweet but could be omitted for budget reasons. Same thing with Urborg, Tomb of Yawgmoth. My guide lists plenty of decent alternatives for the former and the latter is just "nice to have" but not "need to have." Arena could also be Underworld Connections or Syphon Mind. As far as the fatties are concerned, run whatever you prefer. Any good 6 drop will fit the bill. If counters are a concern then Boseiju, Who Shelters All should be added to the mana base. Finally, since the deck is a bit soft to artifacts and enchantments, more cards such as Nevinyrral's Disk, Oblivion Stone and All is Dust are potential inclusions to ponder as well.

Traditional Control #2: Quick Version:

MBC  
Lands (24)
20x Swamp
4x Leechridden Swamp

Creatures (16)
3x Typhoid Rats
3x Reassembling Skeleton
2x Abyssal Gatekeeper
3x Stinkweed Imp
2x Vampire Nighthawk
2x Bloodgift Demon
1x Dread
Spells (20)
3x Innocent Blood
3x Exsanguinate
4x Phyrexian Arena
4x Lashwrithe
2x Mutilate
1x No Mercy
2x Grave Pact
1x Demonic Rising
This deck is similar but it's better suited in those metas where people are playing with overly-aggressive duel decks packed with aggressive creatures and such. It can still play for the late-game but is mostly looking to grind people out with recursive beaters and removal in the end. It wants to get that 1 drop, 2 drop (sometimes anyways), 3 drop, 4 drop curve but it doesn't want to get smoked to any random ramp deck or whatnot.

Black Stax (Prison):

Fueling the Furnace  
Lands (24)
17x Swamp
4x Mishra's Factory
2x Dakmor Salvage
1x Shizo, Death's Storehouse

Creatures (12)
4x Reassembling Skeleton
3x Bloodghast
2x Endless Cockroaches
3x Braids, Cabal Minion
Spells (24)
3x Bloodchief Ascension
3x Charcoal Diamond
4x Guardian Idol
4x Smallpox
3x Ensnaring Bridge
3x Contamination
4x Smokestack
The basic idea of this deck is to play a turn 1 Bloodchief Ascension (ideally anyways), a turn 2 mana accelerant (Guardian Idol or Charcoal Diamond) or recursive threat (preferably Reassembling Skeleton) and then a turn 3 Contamination, Smokestack or Braids, Cabal Minion (preferably Smokestack). From there it will play a variety of recursive creatures and cheap artifacts to fuel either card until it can lock the other players at 0 permanents. The plan is to keep Smokestack at 1 counter for the most part and to simply pitch whatever is convenient to it every turn. The deck is not "just dead" if it doesn't have a Reassembling Skeleton or whatnot since it can still pitch random cards to it until it finds one. The deck runs seven 2 CMC accelerants since it really wants to start every game with a turn 3 Smokestack/Braids whenever possible. I fear that it would be too slow otherwise. Drawing too many is never that bad since you can always pitch them to the sacrifice triggers or use Guardian Idol to beat down (which is hopefully adding counters to your Bloodchief Ascension). Smallpox and Ensnaring Bridge are your primary defensive measures, with Smallpox also contributing to the cause of getting people down to nothing. Most of the beaters in this deck hit for 2, which is relevant given that Bloodchief Ascension is the primary win condition. Darkmor Salvage is a nice recursive land which also helps recur Bloodghasts if need be. Either way it does a lot of work when it comes to overcoming Smallpox and whatnot.

If you're looking for a more explosive version of the list, consider trying to incorporate cards such as Dark Ritual, Sol Ring and Mana Vault to the build. Sol Ring in particular can allow for some disgustingly fast starts. As with all of my lists, this is rough shell and not really a "finished good." It's a solid base but you'll probably want to tweak it.

Tortured Existence-based Control:

Kevorkian Control  
Lands (24)
20x Swamp
4x Leechridden Swamp

Creatures (23)
3x Skirsdag High Priest
2x Gatekeeper of Malakir
3x Vampire Nighthawk
4x Fleshbag Marauder
2x Stinkweed Imp
3x Krovikan Horror
2x Abyssal Persecutor
1x Graveborn Muse
3x Shriekmaw
1x Puppeteer Clique
Spells (14)
4x Tortured Existence
2x Grafted Wargear
2x Bonehoard
1x Lashwrithe
4x Syphon Mind
This is supposed to be a very fun Control deck to pilot in creature-heavy metas. The basic goal of the deck is to assemble Tortured Existence, Krovikan Horror/Stinkweed Imp and Shriekmaw/Fleshbag Marauder. Start by casting Tortured Existence or preferably already have it in play. Next, cast your Fleshbag Marauder and have it sac itself or evoke a Shriekmaw to kill something. You can now discard Krovikan Horror (or Stinkweed Imp) to return that creature to your hand. With any luck you should be able to cast the Fleshbag Marauder/evoke the Shriekmaw again so that it's placed directly above Krovikan Horror. Rinse and repeat as much as desired. Stinkweed Imp acts as a virtual Krovikan Horrors who can dig you further into your deck for more bodies if needed. The equipment are nice since they give your deck a bit of power and abuse the various sacrifice mechanics at work in the deck. The other creatures are mostly there to protect you and to slap people around. Abyssal Persecutor delivers a real beating and this deck has about 100 ways to kill him. Puppeteer Clique hangs around to act as a beater and graveyard hate, and should usually finds way to push damage through. Skirsdag High Priest is just a monster, and should produce Demons out the wazoo.

If you're looking to modify the deck, there are a few cards to consider. Avatar of Woe is slightly more budget friendly than Abyssal Persecutor is and can still do a lot of work for the deck. If you wanted to save some money, that's an easy swap. Conversely, if you're maybe looking to juice it up a bit, you could always consider adding Grave Pact to the list. It would keep the board pretty damn clear at all time. Necroplasm can certainly be a consideration as well, primarily in metas dominated by token decks.

Pestilence-based Control:

One Point at a Time  
Lands (24)
20x Snow-Covered Swamp
4x Vault of Whispers

Creatures (14)
4x Darksteel Myr
4x Phylactery Lich
4x Creepy Doll
2x Stuffy Doll

Spells (22)
4x Darksteel Axe
2x Night's Whisper
4x Sign in Blood
1x Simulacrum
4x Exsanguinate
3x Withering Wisps
4x Pestilence
One of the most important aspects of a Pestilence deck is that you need to do most of your work before you stick a Pestilence variant. You really don't have much time to do stuff afterward. That's why this deck uses a marginal draw spell over something traditional such as Syphon Mind. While the latter has more more inherit power, it won't find you a Phylactery Lich to play on turn 3 in preparation for your Withering Wisps on turn 4. The goal of this deck will be to play some sort of early, indestructible creature (either the Myr or the Lich) and from there you'll just play some Pestilence variant and proceed to tap out until you win. Now, Phylactery Lich is kind of an awkward card. He demands that you have a lot of good targets to put his counter on. That's why the deck has Darksteel Myr, Darksteel Axe and Vault of Whispers as early artifacts. I don't usually consider Darksteel Citadel to be a viable option since we need way too much Black mana in this deck. Still, it probably wouldn't work out too poorly.

Grave Pact-based Control:

Skull Pact  
Lands (24)
22x Swamp
2x Leechridden Swamp

Creatures (12)
4x Bloodghast
4x Reassembling Skeleton
2x Dimir House Guard

Spells (23)
4x Innocent Blood
4x Skullclamp
1x Ashnod's Altar
4x Exsanguinate
2x Phyrexian Arena
2x Buried Alive
3x Grave Pact
4x Mutilate
This is a Control deck seeking to abuse Skullclamp and Grave Pact by pairing them with a host of recursive threats. Buried Alive is a great way to pitch 3 Bloodghasts into your bin at which point every land drop gets you a nice 3 bodies to Clamp away. Grave Pact should all-but clear the field from that point on, leaving you with a ton of time to eventually set up an Exsanguinate win. Ashnod's Altar obviously has a lot of fun with a creature like Bloodghast, since a trio of them can produce 12 mana if you make your land drop.

Drain-based Control:

No Drain, No gain  
Lands (28)
25x Swamp
3x Glacial Chasm

Spells (32)
4x Everflowing Chalice
4x Innocent Blood
4x Exsanguinate
2x Phyrexian Arena
3x Syphon Soul
4x Syphon Mind
2x Blood Tithe
2x Barter in Blood
4x Mutilate
3x Eon Hub
My take on a pure drain deck. This list seeks to keep the field clear of critters, play a handful of draws spells, and from there it plans to chain drain spells until it wins. The amount and type of removal used can always vary based on your meta and your personal preferences but the idea here is to have enough to keep yourself alive. Eon Hub + Glacial Chasm is a pretty fearsome combo and you can always bump up the numbers as desired. Bear in mind that Chasm is pretty amazing even without Hub since the lifegain in the list should be adequate to fuel it long enough for you to win.


Aggro decks:

Veilborn Aggro:

Veil-Cursed Disciples  
Lands (24)
16x Swamp
4x Darksteel Citadel
4x Leechridden Swamp

Creatures (25)
4x Hunted Horror
4x Phylactery Lich
2x Dusk Urchins
2x Vampire Nighthawk
3x Fleshbag Marauder
2x Disciple of Bolas
2x Abyssal Persecutor
4x Veilborn Ghoul
1x Xathrid Demon
1x Sepulchral Primordial
Spells (11)
3x Tortured Existence
4x Darksteel Axe
2x Journeyer's Kite
2x Loxodon Warhammer
This deck seeks to abuse the interaction between Veilborn Ghoul and Tortured Existence in addition to putting out a ton of early-game pressure in the form of massive creatures. The artifacts were chosen to support Phylactery Lich, and I strongly urge that players consider using Vault of Whispers over Darksteel Citadel if their meta is light on artifact removal. Disciple of Bolas is a walking card advantage engine that helps to keep your life total nice and high, and can also axe your Abyssal Persecutors if need be. The equipment are there to force people to trade with your creatures so that you can keep recurring them, but also help boost your life total to avoid getting run over later on. Fleshbag Marauder does a lot of work once you get your Tortured Existence engine online and should be able to keep the field relatively clear. Xathrid Demon is the go-to finisher since he puts all of these high-power creatures to good use and has a global presence on the game. Hunted Horror is a meta call and should only be used "if he'll work." That is, the card is terrible if you're just going to get in a fight with the guy who gets the 2 beasts, but is AWESOME otherwise. 2 mana 13 power? Yeah, I'll take that thanks. I've seen this card outright kill players enough times to justify keeping them in.

Equipment-focused Aggro:

Swords 'n Dudes  
Lands (24)
20x Swamp
4x Leechridden Swamp

Creatures (21)
3x Reassembling Skeleton
3x Stinkweed Imp
4x Vampire Nighthawk
2x Abyssal Persecutor
2x Bloodline Keeper
3x Bloodgift Demon
1x Grave Titan
2x Wurmcoil Engine
1x Sepulchral Primordial
Spells (11)
1x Oversold Cemetery
1x Haunted Crossroads
2x Profane Command
3x Phyrexian Arena
4x Grafted Wargear
1x Loxodon Warhammer
2x Lashwrithe
This is a perfect example of a multiplayer aggro deck in my mind. It has a lot of raw power, tons of inevitability, a fair amount of draw and recursion, and plenty of haymakers that can end games.

Lifegain-focused Aggro:

The Dread of Night  
Lands (24)
24x Swamp

Creatures (20)
3x Reassembling Skeleton
4x Vault Skirge
4x Vampire Nighthawk
3x Bloodgift Demon
1x Vengeful Pharaoh
1x Dread
2x Kokusho, the Evening Star
2x Wurmcoil engine
Spells (16)
1x Phyrexian Reclamation
4x Phyrexian Arena
3x Grafted Wargear
1x Loxodon Warhammer
3x Lashwrithe
2x Tendrils of Corruption
1x Consuming Vapors
1x No mercy
This is another simple deck that's designed to exert a lot of early game pressure. It has 12 "small drop" creatures and plenty of fantastic equipment to equip to them in order to put the heat on. A Turn 2 Reassembling Skeleton/Vault Skirge followed up with a Grafted Wargear is pretty insane after all, and is often enough to take slower players out. Hex and Tendrils of Corruption provide you with some powerful removal options, but the Command can also be used to dome people for X and give your team Fear in order to make killing blows.

Sacrifice-based Aggro:

Demonic Fury  
Lands (24)
20x Swamp
4x Leechridden Swamp

Creatures (26)
4x Pulse Tracker
4x Blood Artist
4x Soulcage Fiend
4x Blistergrub
4x Howling Banshee
4x Falkenrath Noble
2x Xathrid Demon
Spells (10)
4x Exsanguinate
2x Grafted Wargear
4x Lashwrithe
This deck is all about Xathrid Demon. The deck has an aggressive curve that ultimately seeks to beat everyone low enough so that a combination of Exsanguinate, Howling Banshee, Blistergrub and Xathrid Demon can finish everyone off. Beyond that the deck is looking to stay somewhat defensive when needed, and also field as many value creatures as possible.

Vampiric Drain Aggro:

Neck Nibblin'  
Lands (24)
20x Swamp
4x Leechridden Swamp

Creatures (23)
4x Pulse Tracker
4x Blood Artist
4x Falkenrath Noble
3x Bloodline Keeper
4x Malakir Bloodwitch
4x Chancellor of the Dross
Spells (13)
4x Exsanguinate
4x Phyrexian Arena
4x Blood Tithe
1x No Mercy
This is a no-thrills, no-gimmicks Drain deck where every card is either draining all of your opponents for some amount, or drawing you into more drain. I won't harp on it too much since it's fairly self-explanatory.

Zombie Aggro:

Braaaaaaaaaaaains!  
Lands (25)
19x Snow-Covered Swamp
4x Leechridden Swamp
2x Unholy Grotto

Creatures (28)
4x Gravecrawler
2x Stromgald Crusader
4x Fleshbag Marauder
2x Cemetery Reaper
2x Lord of the Undead
1x Death baron
2x Zombie Warchief
4x Vengeful Dead
2x Grave Defiler
2x Noxious Ghoul
1x Vengeful Pharaoh
1x Mikaeus, the Unhallowed
Spells (7)
1x Oversold Cemetery
2x Endless Ranks of the Dead
1x Grave Pact
2x Tombstone Stairwell
1x Eldrazi Monument
1x Zombie Apocalypse
My take on the classic Zombie archetype. There are literally a million different ways to build the deck and so I don't expect anyone to ever find the "ideal" 60. There are far too many synergies and strategies to explore after all. This deck is somewhat focused on Vengeful Dead and supports him with Tombstone Stairwell and Zombie Apocalypse. The deck can also win with Eldrazi Monument and sports various cards that can fuel it. Fleshbag Marauder + Unholy Grotto/Oversold Cemetery is another cool interaction that can help keep the rest of the table in check. Any old revival works for that though. If you're looking for something cool, try adding Haunted Crossroads. It can do spicy things with Grave Defiler but obviously is super with Fleshbag Marauder and Eldrazi Monument as well. The deck has a fair amount of lords and some amount of early drops but they could always be removed for slower, better cards if desired. If you want to run more of the "bomb spells" you could. I just wanted to highlight some different ones. I couldn't possibly show you a perfect 60 even if I wanted to and so I highly recommend experimenting and coming up with your own brews. Just play 60 awesome cards and have fun with it.

Demon Aggro:

Deck  
Lands (26)
20x Swamp
3x Cabal Coffers
1x Urborg, Tomb of Yawgmoth
1x High market
1x Phyrexian Tower

Creatures (23)
3x Treacherous Pit-Dweller
1x Skirsdag High-Priest
3x Soulcage Fiend
3x Abyssal Persecutor
1x Blood Speaker
2x Bloodgift Demon
1x Reaper from the Abyss
2x Harvester of Souls
2x Rune-Scarred Demon
1x Lord of the Void
2x Griselbrand
1x Reiver Demon
1x Dread Cacodemon
Spells (11)
2x Wayfarer's Bauble
1x Oversold Cemetery
3x Everflowing Chalice
3x Mark of the Oni
1x Patriarch's Bidding
1x Demonic Rising
This is a fairly simple take on the Demon tribe. It features a wide array of powerful demonic bruisers and a small suite of ramp and early blockers. Treacherous Pit-Dweller is primarily included as a fun "political" card. A 4/3 for 2 can hopefully beat people down early on and with any luck you can use it to "buy an ally" once it croaks. If you don't expect that to happen in your meta then you could always remove it and field more ramp or possibly even Heartless Summoning. It's tough to go wrong with that plan after all. Mark of the Oni is a cool 3 mana Control Magic in this type of deck which is a nice change of pace given that Enslave is your next best option. I included some spicy singletons to the list but you could always mix and match your own. I do think that the Demonic Rising is fairly powerful though since it allows you to play around Wraths extremely effectively.

This deck can easily be built without some of the more expensive creatures and support effects but I still wanted to highlight them just in case. Still, I wouldn't blame you for cutting Griselbrand and simply jamming some other fatty in his slot.

Rat Aggro:

Rats :<  
Lands (25)
20x Swamp
4x Leechridden Swamp
1x Shizo, Death's Storehouse

Creatures (24)
4x Typhoid Rats
4x Pack Rat
4x Nezumi Graverobber
4x Crypt Rats
3x Marrow-Gnawer
2x Ogre Slum Lord
2x Ink-Eyes, Servant of Oni
1x Ratcatcher
Spells (11)
3x Phyrexian Arena
1x Loxodon Warhammer
3x Lashwrithe
4x Eldrazi Monument
This is a very rough Rat aggro deck. The ultimate goal of the list is to stick an Eldrazi Monument and fuel it with a Pack Rat or Marrow-Gnawer. Lashwrithe/Eldrazi Monument + Crypt Rats is another combo that gives the deck a bit of a backup plan. You can also just use Pack Rat to kill everyone, especially once you stick an Arena in play.



10. Coping with Adversity: Dealing with Black's Weaknesses
I'd like to think that I've done an adequate job of explaining the various strengths of Black in multiplayer. That being said, it is a color with some exploitable weaknesses.

The most prominent examples are artifact and enchantment-based decks. Your best bet to combat them will be to grab a set of All is Dusts, Oblivion Stones and/or Nevinyrral's Disks and wipe them all out at once. While fielding these kinds of cards severely restricts your deckbuilding possibilities, they're the only powerful options at your disposal. Karn Liberated, Steel Hellkite and Spine of Ish Sah are all marginal solutions to consider, and so is Ratchet Bomb to a much lesser extent. They can all be moderately effective at times, but I wouldn't put much faith in them. It'll be difficult to remove more than a couple of permanents on average with them after all. Beyond that, you're looking at much more targeted solutions within the color itself. Further on I'll explore some of the specific counters that you can utilize.

In addition, Planeswalkers can sometimes prove to be a bit of an nuisance for Black decks. The color isn't exactly privy to Oblivion Ring or burn effects after all. While the aforementioned All is Dust, Oblivion Stone and/or Karn Liberateds are all solid answers to Walkers, they're not always the most practical. I'll do my best to highlight some decent alternatives in a bit. None of them are amazing so don't hold your breath, but hey, we all gotta do what we all gotta do to survive.

Handling Artifacts:

Luckily for us, artifacts aren't quite as bad as enchantments. Gate to Phyrexia is a card you probably haven't heard of, but it exists for a reason. Sometimes you have to bite the bullet and count your losses in win or lose situations. With creatures such as Reassembling Skeleton and Bloodghast floating around, the drawback of this card is very minor and easily manageable. Additionally, we all know that Black is the king of creature removal, and that makes Xenic Poltergeist a very appealing solution to artifacts. Simply transmogrify and kill as the situation calls for it. Black has plenty of cards that it can use to revive him if needed, and more than enough removal to ensure that his ability reads "Tap: destroy target artifact."

Handling Enchantments:

Enchantments are where things get ugly. Black has a very hard time dealing with enchantments, and White has many pesky ones they can use to thwart a Black mage's well-laid plans. Moat and Imperial Mask sure spring to mind, but there are many others as well. No mono-Black deck can realistically deal with these cards once they've hit the table, barring the aforementioned artifacts that blow everything up. That being said, the situation isn't entirely hopeless. Thankfully, the worst enchantments that you'll be facing down are mostly in White and so Black mages do have some countermeasures that they can utilize. Gloom is a great way to hinder enchantments from ever hitting the field, and ruins the effectiveness of cards such as Circle of Protection: Black. Dystopia is one of the few tools Black mages have to remove a white enchantment on the field, and you can even negate its drawback with a Hellbent Gibbering Descent. Black also has access to a lot of life leech (see Exsanguinate) that it can use to sustain itself while the bothersome permanents are being sacrificed. Your best bet is to mix Dystopia with a card like Damnation to ensure that your opponents are unable to merely sacrifice creatures and such. Stromgald Cabal is your best bet to try and counter any enchantments your opponents might try to spring on you, and is a final way to try and tackle the problem. Sadly, all of these solutions are lackluster at best. If enchantments are causing you excessive grief, you will likely be forced to splash other colors or turn to artifact-based removal to deal with them.

Handling Planeswalkers:

Black has some moderately playable solutions to Planeswalkers. Aether Snap is really good at triggering Dark Depths and it just happens to neutralize Jace fairly effectively as well. It's not the most versatile card ever, don't get me wrong, but it can still be useful if you really need something. Speaking of Dark Depths, Vampire Hexmage is another creature who's good at eating counters. Trading 1-for-1 isn't great or anything, but hey, it can be a necessary evil at times. The Hexmage is actually a decent body early on, especially if your lists run cards like Grafted Wargear and Lashwrithe and such. Still, a 2/1 first striker for 2 is solid and will keep a lot of aggro decks at bay. If you need early defense and Walker removal, there are worse options. The last card to consider, in my mind, is Hex Parasite. 1/1s for 1 aren't where you want to be in multiplayer but I mean sometimes your hands will be tied. He can eat any number of Walkers and goes to town on Taurean Maulers and Forgotten Ancients and whatnot too. The downside is that he has to survive and he sucks-up all of your mana though. I do want to highlight the fact that Black has amazing revival spells which makes creature-based options pretty decent all things considered. Killed or not it's fairly easy to get these small durdles back to do some work later on if needed.

I will admit that it's an uphill battle to face heavy artifact and enchantment themed decks, but the best way to circumvent that weakness is to focus on Black's strengths. Use better tactics and stronger cards to outwit and ultimately outplay your opponents. Make sure that people are reacting to you and not the other way around. By seizing control of the game, it's very possibly to beat decks that would otherwise crush you. That will go a lot further than trying to cram Gate to Phyrexia, Aether Snap and Dystopia into every deck you play "just in case."

11. Conclusion
If you're not overwhelmed, you should be! This is way more information and cards than most players can handle in one sitting. Don't try to learn everything I wrote, just look up the various sections as they become applicable to the deck you're trying to play, and apply it as best you can. My goal for this guide was not to list every card, but to list the best ones. I'm hoping this makes card choices easier on the reader, since the suboptimal ones have been purposely left out. Remember, I'm always patrolling the forums to help out anyone seeking advice on their Black decks, so feel free to PM me or make a post and I'll be sure to do as much of the grunt work for you as I can. I would actually prefer to have people not post deck lists in this thread if possible, so please keep that in mind. Finally, I would like to thank you for your time and hope my guide proved to be a useful tool to anyone playing Black in their multiplayer games. My goal was to open your minds to the wide world of multiplayer, and I hope that reading this guide has inspired new decks and strategies in all who've read it. After all:

Once you go Black, you never go back!

*** An Open Request to Anyone Who's Read This Guide ***

First of all, let me personally thank you for taking the time to read what I have to say. I hope that my guide has steered you in the right in the direction by clearly demonstrating to you what a multiplayer deck should look like. Still, one thing that I would always love to hear is what I could do better. Are there any decks that I should add to my "Sample Decklists" section? I'm not asking for full lists, just general concepts. I do my best to come up with as many as I possibly can, but I'm only one man. Are there are any strategies that I should add to my "Synergies and Strategies" section? Am I showcasing the right kinds of cards in my "Cards Everyone Should Have" section? Did you find the guide too long, too complicated, too boring? Are there any obvious spelling mistakes/broken links? What did you find most useful from reading this? Was there anything that you felt was a total waste of time? Can you apply these concepts to your own deckbuilding process? All these questions and more are things that I would love to hear about. You don't have to answer them all or anything, as I would greatly appreciate any and all feedback. Oh, and by all means, pour on the criticism. Trust me, I can take it. The best responses that I've ever gotten about my guides have been constructive criticism that I've been more than happy to apply to them. Putting it bluntly, I'd rather hear about what I'm doing wrong/what I could do better over what I'm doing right. Your opinion matters a lot to me, even if you don't think it does. I don't want anyone to feel as though they're not qualified to give negative feedback or what have you. I've made this guide for you. If you've read it and didn't find it useful, then believe me, I want to hear it.

Thank you for your time and consideration!

Last edited by Cz; 05-11-2013 at 02:17 AM.
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Old 05-19-2011, 03:48 PM   #4
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YEEEEEES!!!



It is soooo nice to see you over here. The God Father of black Multiplayer!

(skyshroud7)
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Old 05-19-2011, 04:02 PM   #5
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What an awesome list. Not sure what else to say, but good job!
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Old 05-20-2011, 06:31 AM   #6
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First of all, a wonderful comprehensive post here, thank you.

Some comments:

Exsanguinate, while powerful, is a really lame and I would say unfair card to run in multiplayer. Sure, that is where it was designed to shine but some people (myself included) will not run it. It's the same reason many playgroups ban Kokusho. Maybe in a 3 player game I could justify it, but otherwise I would not call it a 'staple' for mono black.

Also, I consider phyrexian arena a staple for MBC decks myself. Whether 1on1 duels or multiplayer, it is the engine that makes MBC tick.

Edit: I also don't see cabal coffers mentioned in your staples, which is usually reason #1 to run a MBC deck in the first place.

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Old 05-20-2011, 07:39 AM   #7
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Article 3 touches on cabal coffers.

As far as exsanguate, alot of tich's post is def pushing the envelope and being the best you can be.
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Old 05-20-2011, 07:49 AM   #8
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Quote:
Originally Posted by killem2 View Post
Article 3 touches on cabal coffers.

As far as exsanguate, alot of tich's post is def pushing the envelope and being the best you can be.
Right, which is why I find it strange that he buries the arena and coffers in sub-articles rather than putting them at the top of his 'Cards everyone should have' list. Arena and coffers are reasons number 1 and 2 to play MBC at all IMHO.
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Old 05-20-2011, 08:31 AM   #9
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Quote:
Originally Posted by Hammer View Post
Right, which is why I find it strange that he buries the arena and coffers in sub-articles rather than putting them at the top of his 'Cards everyone should have' list. Arena and coffers are reasons number 1 and 2 to play MBC at all IMHO.
I'm sure he'll explain his walkthrough, but i would have to imagine that coffers isn't used in every single black deck or perhaps even the majority of them. Maybe my association and peer pressure.
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Old 05-20-2011, 08:49 PM   #10
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My (albeit limited) experience in MP games shows that there is always one or more players running life-gaining cards, so Exsanguinate is a fine means to counter them.

Besides, as so many black cards are powered by life, picking up a handful here and there is no bad thing.

Comments by Tich (and others) led to my picking up enough copies of Exsanguinate to keep at least 2 copies in each of my regularly played black-based MP decks. With 4 in the BR deck featuring X-spells and Black Market. There, it just becomes silly.

Cheers!
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Old 05-21-2011, 02:45 PM   #11
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Quote:
Originally Posted by Hammer View Post
Right, which is why I find it strange that he buries the arena and coffers in sub-articles rather than putting them at the top of his 'Cards everyone should have' list. Arena and coffers are reasons number 1 and 2 to play MBC at all IMHO.
I actually agree with you, thank you for pointing that out. I do run Cabal Coffers in virtually every deck that I run. Phyrexian Arena should probably also be on the list, as it is another staple that I always turn to.


Quote:
Originally Posted by Hammer View Post
Exsanguinate, while powerful, is a really lame and I would say unfair card to run in multiplayer. Sure, that is where it was designed to shine but some people (myself included) will not run it. It's the same reason many playgroups ban Kokusho. Maybe in a 3 player game I could justify it, but otherwise I would not call it a 'staple' for mono black.
This I do not agree with at all. One thing that I absolutely refuse to do is give people bad advice. If a player is looking for a solid, cheap, accessible, multiplayer win-condition then I am going to suggest Exsanguinate (virtually) every time. Why? It's pretty much the best card for the job. Not only does it scale as the game goes on, but it bypasses almost every protection spell out there (i.e Moat/Imperial Mask effects). If players feel like the card is too good, then they can ban it/not play it at their own discretion. That's not my job though. As such, I am going to tell people the best cards and the best combos, and they can use that information however they want. In my mind it's the single best Black multiplayer card ever printed (or among the top 3) and I'm going to champion it until every player has used it.

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Old 05-25-2011, 01:40 PM   #12
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Hey tich do you play any other colors that deep to make that you could do this for all colors?

I am going to link to this in the sticky.
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Old 05-25-2011, 05:27 PM   #13
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It's been something I've been contemplating, but at the same time it feels like a lot of work. I haven't really made up my mind yet.
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Old 05-26-2011, 08:54 PM   #14
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I'll definitely port the Artifact guide over from the WotC forums when I get a chance to tidy it up. Maybe the Budget Duals thread, too?
Not sure how I'm going to maintain them between two forums, though.
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Old 06-16-2011, 08:38 AM   #15
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The WotC forums have guides of a similar nature for all colors, though none are as complete, thorough, or up-to-date as Tich's.

I am the author of the red one, for example, and it needs Scars block and the Commander cards, as well as reformatting - now I know to NEVER use MS Word when writing for a forum - and more work.

The point is that each of the color guides is started and could be used as a start point for ambitious Magickers.

Cheers!
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