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Multiplayer Madness in Magic 2010

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LeafThe most popular form of casual MTG is probably multiplayer.  Many play groups use it as a social device.  In other words a way to involve everyone at once while still playing Magic.  Multiplayer is a haven for those duelists who have grown tired of one-on-one matches with decks they've played too many times against opponents they know too well.  Magic 2010, along with all its baggage, is the biggest thing WotC has dropped on duelists in years.  As such we would be remiss to not include a few words about what Magic 2010 has meant to games with three or more wizards. Worth discussing are the new rules changes and the one 100+ new cards in M10.

[caption id="attachment_3938" align="alignright" width="209" caption="M10 changed more than competitive dueling"]M10 changed more than competitive dueling[/caption]

The rules changes brought along with M10 far outweigh the impact of any particular card in the set.  Harsh outcry was heard round the internet while WotC had complaint after complaint leveled against them.  Many of those valid, and some even coming directly from us.  That being said, multiplayer MTG has been effected in slightly different ways than the competitive two-player environment.  For example, the seemingly innocuous simultaneous mulligan rule actually helps here.  Each player shuffling in turn can cost at least five minutes in larger groups.  Five minutes of valuable gameplay.  The other changes have an even larger effect. (Ed. Note: Many groups have house rules already in place for multiplayer games, ours included.)

Mana burn has been used deviously in normal MTG as long as it has in multiplayer.  The difference?  Multiplayer is a natural fit for burn-forcing deck builds.   Decks using Power Surge along side Citadel of Pain rarely see action in the true duel, but flourish in four or five-way games.  Why?  Because damaging each opponent is maximized the greater number of opponents there are.  Of course that is not a difficult concept to grasp, therefore mana-burn pilots gravitate towards multiplayer much more so than single.  All this means the banishing of mana-burn alters group games more than any duel format.  Such is not the case for every new rules change.

[caption id="attachment_3940" align="alignleft" width="190" caption="won't be seeing these around the multiplayer table anymore"]won't be seeing these around the multiplayer table anymore[/caption]

Damage no longer going on the stack has been far and away the most controversial change.  With good reason, it removes a strategic element that many players had come to rely on.  The outrage stems mostly from the removal of a few basic two-for-ones including Mogg Fanatic, Siege Gang Commander, and just about any sacrifice outlet.  A two-for-one deal can make all the difference in a hard fought duel.  Multiplayer however, is another animal entirely.  Two-for-ones lack punch for the same reason discard does, you rarely achieve card advantage in multiplayer.  No card advantage means not having to worry as much about this particular M10 change.  Better to stay focused on what new cards the set contains.

Breaking down cards from M10 is easy.  There are always three categories in any core set:  The good, cards that seem made for use against numerous opponents (Breath of Malfegor comes to mind).  The bad, anything that makes an attempt at focusing on one foe.  And finally the absent, cards that players wish had been included but were omitted.  Really this category can be defined by one card: Wrath of God.  Board sweeping is a necessary staple of any good multiplayer game and Wrath is the best of the best.  To examine the Good and the Bad cards we need a bit more space.

- The Good -

Soul Warden - A staple of group games since 1998 this one-drop (now) common is a great game starter for any wizard looking to maintain a healthy life total.  Pretty obvious why the Warden makes the list, more players with generally more turns means many more creatures hitting the battlefield.  Most of those will be bigger threats than your defenseless 1/1 thus it is unlikely to be the target of spot removal.

[caption id="attachment_3941" align="alignright" width="190" caption="more players = more spells = more creatures. its math."]more players = more spells = more creatures.  its math.[/caption]

Burning Inquiry - At first glance this card has little value in any format.  In fact this could be considered the worst Limited format card since One with Nothing.  It makes the list for two reasons.  First, it effects each player.  A must for any good multiplayer spell.  Second, it knocks apart any combo schemes your opponents may have been plotting and presumably allows you to draw more burn.  Another single mana well spent.

Lurking Predators - The first of three absolute powerhouse cards in multi.  Each spell an opponent plays can potentially equal a nasty beast joining your board.  Consider that a five-way game will see around nine or ten spells played each round and start doing math from there.  Never mind that you can also use it to bury useless non-creature spells and lands or keep something enticing (can you say Overrun?) top-decked.  Throw in four copies of LP, some mana acceleration and just about any nasty creature you can think of.  You'll basically be playing Tooth and Nail each turn.

Twincast - Although not new to M10 this card edged out Hive Mind for a spot on the list.  It adds similar excitement to the game without the chaos and confusion of the latter.  Twincast is perhaps the most effective multiplayer card that doubles as an extremely useful duel spell.  However, instead of using it to copy one of your own spells like Mind Funeral or Time Warp you can use Twincast to play off any crazy spell your opponents may cast.  Twincast seems made for cards like Plague Wind or Blatant Thievery.

[caption id="attachment_3942" align="alignleft" width="190" caption="soooo good"]soooo good[/caption]

Safe Passage - The most underrated card in 2010 is also the best multiplayer card in the set.  Why is an expensive Holy Day claiming that title?  Because it is so much more.  Safe Passage combines a one-sided Holy Day, with Angels Grace and a touch of Wrap in Vigor.  All for three measly mana.  The best part?  Multiplayer games are full to the brim with deck builds that go for the big finish.  Imagine not only surviving your opponent's mightiest blow, but being the only to do so.  The game resumes as a one-on-one while your foe has exhausted their resources in what seemed to be the killing stroke.

- The Bad -

Platinum Angel - When Platinum Angel arrives on the battlefield you might as well paint a giant bull's-eye on your shirt.  The backlash against her will last until she is gone, or you just wish she was.  Dropping any giant creature in multiplayer draws severe aggro from your fellow wizards, but the rules text of PA make her especially threatening.  In fact, if played on your turn it is unlikely PA survives until it loses summoning sickness.  And chances are you took a few punches to keep her alive even that long.

[caption id="attachment_3943" align="alignright" width="190" caption="you'll find many voices much harder to silence"]you'll find many voices much harder to silence[/caption]

Silence - Control as a strategy becomes exponentially more difficult with each additional player.  Silence is the ultimate control card. As discussed here, you need to play this card pro-actively for maximum effectiveness.  Hopefully wasting your opponent's key turn.  Against multiple foes during a game that lasts many more turns this strategy simply doesn't work.

Fog - It may be a surprise to see a card so similar to Safe Passage on the 'Bad' list.  The difference between preventing damage to your board and preventing all damage in a multiplayer game can't be overstated.  For starters any creatures you would manage to kill with blockers survive.  But the biggest factor here is your opponents being rescued.  In a five-way contest spending mana to help your other opponents is often worse than doing nothing at all.  To top it off, you just made a serious enemy out of whoever did the attacking.  A lose-lose-lose situation.  You want to avoid those.

All in all there have been some serious changes to our favorite casual format.  The 2010 rules changes have not made the same impact, but an influx of new cards like Lurking Predators have made for some exciting multiplayer action.

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