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Magic Multiplayer Strategy

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Magic Multiplayer seems at first like Magic; it's the same game, with the same rules (almost), and the same cards are used. But the strategies that work well in multiplayer are very, very different. If you take a dueling (normal magic) deck into a multiplayer game, you might kill one or two players, but you probably won't win it all. You will be king maker, but not king. The big reason is that there's now more than one player looking to take you down. 1 for 1 isn't going to cut it anymore; you've got to kill multiple permanents or hit several opponents for a spell to be doing it's best. That's not to say a killer card like Swords to Plowshares ought not be in your deck, but this isn't where it shines. So when you are making your decks, first you want spells that affect multiple permanents. Wrath of God (destroy all creatures; they can't be regenerated) or Earthquake (do X damage to each creature without flying and each player) are strong spells. Second, permanents (creatures in particular) are more important. Anything with a repeatable effect is going to be extra useful. Spells with buyback fall in here too. You want things that are going to stick around after the first person you kill is dead. Third, versatility is key here. Anthony Alongi points to Burning-Elf decks as a solid example; they will either overrun you with elves or burn you out with huge fireballs. There are multiple paths to victory. To quote exactly: "More Choices in Duel is nice. More Choices in chaos is essential." -- Anthony Alongi. (Chaos is multiplayer without teams). Also, spells and effects that are good for more than one thing are great here. (The writer will finish this later, dinner is calling to him now, and he has another website he has to make).