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MDV Featured Article:
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MDV Featured Article - Order in the Chaos: Cards We Love and Hate in Multiplayer. - by omegaprime9774- posted 2/27/07 - discuss here

One of the greatest things about playing Magic is that you can extend the scope of playing from one on one, to involve three, four, even fifteen people if you have the desire (and the space). However, when adding more and more minds to the field of play, strategies begin to warp, alliances change at a whim, and things that would normally work just don't cut it anymore. As the game continues you eventually find the board bloated with creatures, enchantments, artifacts, and even certain lands. That's when you definitely need to find some answers quick.

One of the classic ways of dealing with a table full of threats is global destruction. Ever since Magic first emerged on the scene, cards like Wrath of God, Armageddon, Shatterstorm, and Tranquility have helped players answer everything from hordes of black weenies to dangerous lands to fields full of Parallax Waves and Tides. Today, we're going to take a look at four different categories of world destruction:

1. Creatures

The first and largest problem that players have to deal with, especially in multiplayer, is creatures. Global creature destruction is as old as Alpha, and mostly comes in the form of sorcery speed spells.

Arguably the most famous, and definitely the oldest of all creature clearers is Wrath of God. For 2WW all the creatures on the field (with the exception of indestructible creatures) promptly exit directly into the graveyard. Most don't even get to pass go or collect $200.

Unfortunately, a lot of us are either new to the game, or don't have the budget for $20.00 cards. For those of us who are a little bit more concerned about money, there have been many Wrath variants over the years. Winds of Rath, Kirtar's Wrath, Retaliate, Solar Tide, and March of Souls are all budget ways of blowing up creatures. Many have drawbacks and cost more mana than the original, but they are definitely a lot cheaper on the 'ol pocketbook.

Of the budget Wrath of God variants, two stand out by virtue of the fact that unlike the original, they can be either be used as instants or paid for in some other way than hard casting them.

Rout can be played normally for one more mana than Wrath, but if you need to destroy creatures on someone else's turn...or are more strategically minded, Rout can be played as an instant for two more mana.  At instant speed, Rout can often change the course of the game quite unexpectedly. Plus the look on the person who is about to wipe you out can be priceless.

Coldsnap brought back the idea of alternate casting costs (i.e. Force of Will) and then did it big with white via Sunscour. While removing two white cards from the game can often be expensive, ensuring your own survival is sometimes worth the risk. Plus it also leaves your mana open to cast a creature that can take advantage of the suddenly clear battlefield.

White sorceries aren't the only source of global creature control for the color.  Back in Champions of Kamigawa, white brought us an indestructible Myojin of Cleansing Fire capable of sacrificing his indestructibility in exchange for a wrath effect.  It was very mana intensive, costing 5WWW, but could be very game breaking. Reaching back a little further, Prophecy gave us a much better option: Mageta the Lion. This guy can continuously wipe the board of every creature but himself at instant speed, for the simple cost of 2WW and discarding two cards.

With white having so many board clearers, it's often possible to play a white/blue control deck in multiplayer that can control the whole board for as long as you need.

 

 [back to top]

 

Mageta's Control.
GROUP: (Control) Wrath of God w/ some Mill!

Lands:
6 Plains
10 Island
4 Hallowed Fountain
2 Academy Ruins

Creatures:
4 Mageta the Lion
2 Waterfront Bouncer
1 Meloku, the Clouded Mirror
1 Keiga, the Tide Star
Other Spells:
1 Extract
2 Absorb
4 Brainfreeze
4 Counterspell
4 Arcane Denial
2 Jester's Scepter
2 Grindstone
2 Millstone
1 Staff of Domination
2 Reminisce
2 Jester's Cap
by omegaprime9774

This deck survives the early game by counter-spelling whatever is necessary until you can get either a Waterfront Bouncer online to deal with individual creatures, or more importantly get Mageta into play to destroy the entire field with the exception of himself.

A Quick Note About Milling in Multiplayer.
Milling can be very difficult to use correctly in multiplayer games. The idea is to use Jester's Cap and Extract to remove the biggest threats still in libraries from the most dominant decks or from known combo decks.  You can then use Millstone and Grindstone to slowly or in some cases quickly remove libraries.

Brainfreeze is a powerhouse when a bunch of people get into counterspell wars or a lot of spells are going off in one turn. The end result is that it can decimate a library.

Keiga and Meloku give you options to win by creatures, while Grindstone and Millstone allow you to destroy libraries. Jester's Cap and Scepter give you ways to remove troublesome cards from opponents' libraries (like Gaea's Blessing). Just remember that after Mageta hits the field, protect him with counterspells and he'll happily protect you from other creatures.

Now, for those mages out there who don't like to tap the plains, black has a few creature clearers available. The oldest, Hellfire, costs five mana, and 3 + X life (where X is the number of creatures in play), you can clear the board just like your friends that love the color white. Just remember that it may be your own suicide if your not careful.

After the Hellfire, black has had a couple of other board clearers. Plague Wind which cleared the way of all creatures like Wrath, but the wind costs a whopping nine mana...a hefty price to pay and usually too little too late. However, Plague Wind did let you keep your own creatures.

Later, Torment brought us Mutilate, which saw very heavy play during Block and Standard. It gave -1/-1 to each creature in play for each Swamp you control. This was the very definition of black control... until last month.

Planar Chaos added a whole new destructive force: DAMNATION. Black's reflection of Wrath of God, it can destroy all creatures for 2BB. One of the most talked about cards in a long time, it finally gives black/blue the destructive force it needs to take on a field of players without getting decimated.

White isn't the only color to have creatures that destroy everything else on the board. Black was given Kagemaro, First to Suffer. Unlike Mageta or the Myojin, Kagemaro has to be sacrificed, and he gives all creatures -X/-X equal to the number of cards in your hand. He can even destroy those lovely indestructible creatures...providing you have the right number of cards in your hand. Even Darksteel Colossus can fall to the disgraces of Kagemaro should you have a godly-sized hand.

2. Artifact and Enchantment Destruction

The next style of board clearing is what I like to call "situational" board clearing and is only recommended if you play with a group that loves to play a lot of artifacts and/or enchantments.

The original red destructive spell for artifacts acted a lot like Wrath of God.
2RR...destroy all artifacts instead of creatures. Works out pretty well when artifacts are becoming pests. Mercadian Masques gave us an alternate spell to use with Pulverize. For the price of two mountains, artifacts soon become one with the graveyard.  Lastly, red gets artifact removal of the highest (and most expensive-ness) in Furnace Dragon from Darksteel.

Green also gets into the act with both a sorcery, and an Unhinged creature (yes, I did say Unhinged). Seeds of Innocence was a sorcery that destroyed all artifacts, but allowed each player to gain life equal to the converted mana cost of each artifact destroyed this way. (A hideous drawback if you play in a group that loves affinity or is very artifact heavy). Then, Unhinged gave us the mighty Uktabi Kong. An 8/8 that when it comes into play, destroys all artifacts...all I can say is crunch. Just remember to ask if your group allows Un- cards before you put him into any deck.

Unlike artifacts, there are quite a few enchantment destruction spells running around. It started out as a green ability, but as Wizards changed the color pie, this ability has passed to white. But no matter the color, when you absolutely have to get rid of all enchantments, here are a few choices.

Green gives us:
The original -- Tranquility
The cantrip -- Tranquil Path
The life gainer -- Multani's Decree
And of course, the alternate casting cost -- Revenant Silence

White gives us:
Tranquility fixed -- Cleanfall
The Instant -- Tempest of Light -- also currently found in 9th for our basic set enjoyment.
And the one with legs -- Nova Cleric

And finally to round out the section on enchantment destruction, we have the mutant. An enchantment the loves nothing more than to continuously destroy its brethren time and time again.

3. Global Land Destruction

Besides finding it necessary to blow up creatures, artifacts, or enchantments, some of the more sadistic among us love to blow up all the land at the table.

If you fall into this class of players, white offers us a gem called Armageddon. For the cost of three colorless and one white, you simultaneously give all your friends a belly ache as they watch all of their precious lands disappear into their graveyards. Of course, you could always use Desolation Angel from Apocalypse to do the same thing with a little kicker action.

The obvious drawback to using Armageddon or Ravages of War (its Portal Three Kingdoms clone) is that all of your own lands leave town too. The following deck is an example on how to overcome the drawback.

 

 [back to top]

 

Threshageddon.
GROUP: (Control) Armageddon...

Lands:
7 Forest
7 Plains
4 Nantuko Monastery
4 Temple Garden

Creatures:
2 Anurid Brushhopper
4 Mystic Enforcer
1 Saffi Eriksdotter
4 Werebear
 
Spells
2 Selesnya Signet
2 Staff of Domination
2 Sword of Fire and Ice
2 Sword of Light and Shadow
1 Animal Magnetism
4 Armageddon
4 Disenchant
3 Life From the Loam
4 Swords to Plowshare
1 Tithe
2 Hunting Ground
2 Land Tax
2 Moldervine Cloak
by omegaprime9774

Threshageddon takes advantage of blowing up lands to fill the graveyard to achieve threshold quickly and the proceeds to drop a large creature and beat your opponents senseless. Life from the Loam, Land Tax, and Tithe allow you to recover you land quickly so you can continue to drop threats and deal with whatever else your opponents may be able to get into play.

With Planar Chaos, red finally decided to step into global land destruction with Boom/Bust. Boom lets you destroy one of your lands and one of someone else's, but Bust destroy all lands. We'll have to see if this becomes a truly playable card or if it sits in dollar bins.

4. Ultimate Devastators

Finally we come to the granddaddy of all board clearers, the strategic nuclear missiles that haunt every player's nightmares, what I like to dub the ultimate devastators. (And fittingly, most are red, the color of destruction.)

One of the first massive board clearers we had the privilege to cringe at was Nevinyrral's Disk. A staple in the Necro deck of Black Summer, the Disk took out everything but lands, allowing the user to destroy everything and then recover very quickly. The only drawback was the fact that it had to stay in play a turn in order to be used. In Mirrodin, Oblivion Stone attempted to do pretty much the same thing, but cost more mana to activate...without waiting a turn. And finally, Time Spiral brought us Magus of the Disk which was the original locked into a 2/4 body.

When we move into the color red on board decimators, we come to the treasure trove. In Ice Age, Jokulhaups showed us what red could to when you asked in to blow up the world. Destroying everything but enchantments, it was a devastating spell that would often break the back of many multiplayer games.

In Tempest, red truly got nasty, Apocalypse removed not only your hand, but all permanents from the game. No going to the graveyard, no back to your deck, gone from the game with very little chance of returning to it. Can you say ouch? Decree of Annihilation took things several steps further by removing all hands from the game as well as everyone's graveyards. Or if you wanted to draw a card...just cycle and blow up all the lands instead.

Finally, for those of you who love to annoy those pesky blue mages AND blow up the world, Barrin provided us with Obliterate in Invasion. It destroyed everything on the board, and couldn't be countered. Talk about the mother of all booms!!!

White also gets into the world destruction act with the vengeance of the Angel of Wrath (or Fury). Akroma's Vengeance destroys all artifacts, creatures, and enchantments. A great way to reset the board for white mages and still have land to do stuff with once your done. And if you don't need to, simply cycle it away to get another card draw. Also, white is the only color to give us a choice when it comes to board destruction. Catastrophe allows its caster to choose to destroy either creatures or lands. Wasn't that nice of them?!

Two of the other board devastators available are ones that takes a lot of work to build a deck around. Razia's Purification allows each person to choose three permanents and sacrifice the rest. A powerful spell, but one that must be chosen carefully and with full understanding of how to take advantage of it. Cataclysm forces players to choose one of each permanents available and sacrifice the rest and can be just as powerful as the Purification.

Whenever you build a deck that includes board clearers, there are a few points that you need to remember about how to use them:

  • Timing is everything! Don't just blow everything up because you suddenly have the mana for it.  Time the destruction so that you can destroy what could hurt your strategy the most. 
  • Destruction is about card advantage too! If you can wait a turn or two and catch more of your opponents' resources (creatures, lands, or anything else), then hold off for that turn or two.
  • Double check your own board position!!! Don't blow up the world, then not have anything to do to be able to recover. If the point comes that you absolutely have to destroy everything on the board and don't have a plan in place to recover, there is a very good chance that you'll end up dying anyway.
  • Watch your fellow players and take into account what they are playing. If your playing against a bunch of control players, make sure that you lay out bait first to pull counters out of their hand...otherwise your carefully selected timing will all be for nothing. (Of course you could always just play Obliterate and laugh at their counterspells.)

Finally I leave you with the following deck that puts boom into your table's magic game.

 

 [back to top]

 

Fistful of Boom.
GROUP: (Control) Obliterate - Darksteel Cards

Lands (26)
4 Stomping Ground
10 Mountain
6 Forest
4 Darksteel Citadel

Creatures: (18)
4 Ball Lightning
4 Giant Solifuge
2 Blistering Firecat
4 Birds of Paradise
4 Rukh Egg
Other Spells: (16)
3 Life from the Loam
2 Feldon's Cane
3 Jokulhaups
2 Obliterate
4 Darksteel Ingot
2 Darksteel Pendant
by omegaprime9774

The obvious strategy here is to continuously punish your opponents with hasty creatures until they can no longer get through. Then you drop a Rukh Egg and blow up the field the next turn. The Darksteel pendent, ingot, and citadel give you mana and deck manipulation so that you can continue the onslaught as quickly as possible. Don't forget that you can float the two mana you need for Life from the Loam so your lands can recover quickly if you don't have other options.


Well, the wraps up my review of fun ways to destroy the world and get a nice clean board to restart the game. Hope it helps and see you next installment of Order in the Chaos.

~omegaprime9774~

You can discuss this article in the MDV forums here.
Find other articles by this author here.
Find other articles from this series here.

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Articles Spotlights from 2007:
Lorwyn Theme Week Intro & Schedule of Events
Blink And Bounce: Timing is Key
Going Blind: XCB Metagaming - A Prolonged Conclusion.
The Science of Magic: Genetic Engineering, Part Two.
Shifting Lineaments: Casual Metagaming (Pt. 2).
The Dungeon Of Malefict: Pure Evil!
Land Week Introduction & Schedule.
Combofusion: Legends Timeshifted.
One Card to Rule Them All: Coastal Piracy
Irrational Love: Chimeras. The Lego's of Magic.

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