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The Top Ten Archenemy Schemes

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Hello happy people! Do you like being the Archenemy for a multiplayer game? Not figuratively but literally? I got you! Welcome to today's article, where we count down my top Schemes ever printed. There are some...uneven...designs here with some much better than others. We'll be looking at my top ten slots as well as three Honorable Mentions.

Ready? Yuppers puppers!

Honorable Mention #1 (#13 Overall). Behold my Grandeur AND Realms Befitting my Majesty

Behold my Grandeur
Realms Befitting my Majesty

Let's start my article with this pair. Mana matters! That's a great title for any article dealing with the importance of working on the mana base of your deck from lands to ramp. This pair will help from a Scheme perspective. The first makes three mana and then can Tutor for any 6 or more drop and put it into your hand if you have at least 6 lands, so you can use it to Tutor for something and then cast it with your extra mana. Nasty! The second will be an Explosive Vegetation. Sure, this pair isn't sexy. I get it. But when you are playing against the rest of the table that are teamed against you, you don't want to have your great cards sitting in your hand unable to be cast because you are mana screwed. Enter this duo.

Honorable Mention #2 (#12 Overall). My Genius Knows no Bounds

My Genius Knows no Bounds

Hello card advantage fans! When you reveal this pay X and draw that many cards (and don't forget to gain that life too!) With the Realms above that'll be two more cards drawn. This is amazing card flow, but it requires you to spend mana, thus hurting your ability to cast what you just drew. You can also flex this to the best situation though. Have 3 cards in hand? Spend 5 and then leave the rest of your mana ready for a land drop and cast. It's great when top decking later to really push things in your direction, but its mana cost drops it to my Honorable Mention section.

Honorable Mention #3 (#11 Overall). Mortal Flesh is Weak

Mortal Flesh is Weak

This is awesome! When this is set your foes get the life total of the lowest one. If you've been picking on one with your attacks and burn effects, then you will likely have a low single digit life to force everyone to get to. But this is unreliable in the early game and then doesn't work in decks where you are triggering damage and lifeloss to all opponents equally. Commonly played examples include Aristocrats where you sacrifice something like Reassembling Skeleton to a mana free sacrifice like Ashnod's Altar and then trigger the Zulaport Cutthroat to hit all foes as your win-con or hitting with Guttersnipe and similar triggers in a Spellslinger deck for your instant and sorcery casts. That's unpredictability is why it's on my Honorable Mention rather than the Top Ten proper. Hope you enjoy it!

#10. Approach my Molten Realm

Approach my Molten Realm

This is a win con in Scheme form! It will let all of your sources deal double damage until your next turn, so that's now on your turn, you attack, your damage-based sorceries and loads more. Then on your foe's turns as well as they attack into your blockers and take double damage. That's nasty here! This can win the game out of nowhere when flipped since it'll let you get in double damage. This is a Furnace of Rath for just you. It's worth the spot here on my Top Ten list!

#9. The Dead Shall Serve

The Dead Shall Serve

Check out this cool Scheme! This will let you put a dork from each foe's graveyard into your battlefield. Nasty mass recursion! But they can only attack their owner, so that's a bit of a brake. Sad. Still, mass recursion awaits. I love this with commonly played ETB abilities at the multiplayer table like Mulldrifter, Karmic Guide, Eternal Witness, and Ravenous Chupacabra. Then you can bring back powerful beaters like Primeval Titan, Baneslayer Angel and the Akromas. Or you can just recur great tappers like Kiki-Jiki and Arcanis. Love this thing's power level loads!

#8. Dance, Pathetic Marionette AND My Wish is Your Command AND Ignite the Cloneforge!

Dance, Pathetic Marionette
My Wish is Your Command
Ignite the Cloneforge

All three of these are hitting my 8 spot! All three have the common theme that you'll get something valuable from your foes, but you cannot plan around it, since they control the effect. The Dance is a way to drop the best creature from your foe's top of their library. You choose which one you want, but just one. The Wish lets you look at your foes hand and cast, for free, a noncreature and nonland from their hand. In a four-player game, that's up to three casts, but there will always be one with just creatures or land, and another with no hand at all, and then another with unplayable reactive stuff like Counterspell. So, you might cast one or two spells in a four-player game. I'd prefer the one best creature than a random one or two spells cast from their hand. Then the Cloneforge will make one copy of a target permanent (including a land, by the by) a foe controls. Getting a free Clone effect is great! But just copying your foe's thing means you cannot Clone what your deck was built around - your stuff! I like all three, but they are back here at the 8 spot since you cannot choose your stuff. Which one of these three is your favorite?

#7. Introductions are in Order

Introductions are in Order

Hitting halfway on muh list is this fun thang! This is the Charm of the Schemes, you can choose one of two options. First? You can Eladamri's Call. Nice! Get the best dork for the situation, and show it. Get that powerhouse beater or that great ETB thing we talked about before. Unlike the previous set, this grabs your deck so you built around it. Or you can drop a dork from your hand to the battlefield. That's very strong creature power here. Then you can tap your mana for stuff too, so you get two drops this turn, not one! Strong here, right? Right!

#6. All Shall Smolder in my Wake AND Tooth, Claw, and Tail

All Shall Smolder in my Wake
Tooth, Claw, and Tail

These are two of the best answers and removal in Scheme form!! The former will destroy an artifact, enchantment and nonbasic land. Three options, pretty commonly played at multiplayer tables, just not creatures or planeswalkers, the ones you often wanna pop. The latter will destroy any three targets, but not lands. It's more flexible since it will hit creatures, planeswalkers or more than one artifact like Mind's Eye and Skullclamp. Both are basically three destruction options in one Scheme and offer nice card advantage over time for targeted removal. They are a surgeon's strike. They are pretty good for the multiplayer table, and both are very important for your Stack!

#5. Embrace my Diabolical Vision AND Your Puny Minds Cannot Fathom

Embrace my Diabolical Vision
Your Puny Minds Cannot Fathom

Check out this pair of card advantage things. Puny Minds is very simple. Tidings. Draw four cards and you have no maximum hand size for the turn either. Nasty. Then the Embrace is much more complex. Everyone, you too, shuffle their graveyard, hand, library and draw 7 if you and 4 if a foe. It's a Timetwister in Scheme form like a Draw 7 for you, but just a draw 4 for your foes. Nasty. It'll also clear out graveyards and their abuse too, so don't sleep on that side benefit too, by the by. This duo is very strong with the card flowing fun times. This is our last multiple hitting slot, the rest of the four slots are just one card each.

#4. No One Will Hear Your Cries

No One Will Hear Your Cries

Our fourth-hitting Scheme is pretty keen. When you reveal it, you have everyone else sacrifice all but one dork. They'll choose their best, obviously. If they are beating you down in the red zone with multiple things, no more, just one is left. And if you have defenses for that like Maze of Ith or Fog Bank then this will really dominate. In a four-player game, one will likely just have zero or one, so nothing will happen with that person, just like a Balance. Then one person might have 2, they'll lose one, and then one will have 3 or more and lose bunches. Good stuff for winning. Forcing everyone else to have just one dork is pretty rough to get past!

#3. My Crushing Masterstroke

My Crushing Masterstroke

This in awesome and totally worth the #3 spot on our countdown! It's one of the most broken spells in multiplayer ever printed, although it has a bit of a brake on it to keep it from really being broken. What awesome spell? Insurrection! Steal all of the creatures for the turn, give them haste, untap them, and swing and kill players that are already wounded with damage to them. However, the brake here is that your stolen dorks can only attack their owner, so you might not be able to kill everyone by splitting up your attacks based on their life total. Nasty stuff.

#2. Behold the Power of Destruction

Behold the Power of Destruction

This is the mass destruction that makes an Abe happy. Hello awesome mass removal fans, I got your Scheme right here! This will destroy all nonlands from one opponent you can target. That's nasty, because there is always someone frumping around with a bunch of key permanents to take out, like Primeval Titan, Deadeye Navigator, Elspeth, Sun's Champion, Karn Liberated, the aforementioned Mind's Eye or Sylvan Library, all of their non-lands! But this is a destroy effect, so they can bring them back with a Living Death or save the team with an indestructible instant giver like Heroic Intervention which are commonly played. Watch out for that, so you might want to target the tapped out if multiple opponents have equally problematic board positions. That's just a nasty Scheme.

#1. All in Good Time

All in Good Time

This bad pun is my top scoring Scheme. Bad name, great card! When you set this in mention, you take another turn after this one, so it's a Time Walk in Scheme form! But it cannot set them in motion in your extra turn. That's fine here, and not much of a brake to keep this Wagon Train a' movin'. Just like the Timetwister, this is a Power Nine in Scheme form, ready to bust things up? I hope so!

And there we are, with my top Schemes all counted down for you! I hope that you enjoyed it. What are yours?


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