mutiplayer megrim

by carr_ibanez on 26 May 2009

Main Deck (60 cards)

Sideboard (0 cards)

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The owner of this deck hasn't added a sideboard, they probably should...

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Multiplayer Discard deck.

No body likes a discard deck, even if they're not the player being targeted, they syill react like you're a threat. So, hurt everyone at once, and earn that aggro!

Deck Tags

  • Multiplayer

Deck at a Glance

Social Stats

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This deck has been viewed 1,690 times.

Mana Curve

Mana Symbol Occurrence

0331600

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Not Legal in Legacy

Deck discussion for mutiplayer megrim

first card that caught my eye in this deck was Quicken.

damn good card =). not sure you're getting full use of it here, but whatever, you can't go wrong with "draw a card" for one blue mana, right? most spells like that have a drawback! you need 4 of these in this deck without a doubt. play it in your opponent's turn to draw a card, and if you draw a sorcery from your library or have one in your hand, it's just a bonus! lol. it's worth it just for the instant draw.

windfall and Wheel and Deal are definitely your best cards here, as you're making them discard entire hands and refilling them so you can do it all over again, for relatively small mana costs. you need to be maximising their effect as much as you possibly can. 4 of each (or at the very least, 4 Wheel and Deal, because the hand-refilling is more consistent, allowing you to really rain down some discard pain from megrim), and 4 Twincast will really lay the hurt on your opponents. a Thrumming Stone will potentially slay your opponents in a very short amount of time. imagine playing a Megrim, for it to ripple another into play, which in turn ripples another. or maybe your Wheel and Deal ripples, casting another copy, and then your Twincast ripples for another copy! it can get insane very quickly and you'll certainly be earning that aggro.

Clutch of the undercity is essentially pointless here. it's far too expensive to hard cast for its bounce effect and you can't really use its transmute ability because you don't have any 4-cost spells except wheel and deal/Urza's Guilt.
you're much better off dropping the 4x Clutch in favour of some decent counter magic like Mana Leak. this will give you the edge on the board, and maybe give you some extra survivability once people decide you're actually a threat.

Lorebroker is a great little creature to have in play with a Megrim or two. excellent choice.

Drift of Phantasms, i was initially skeptical of, but then you've got that useful Transmute for three mana.... this can fetch a Megrim, Windfall or recoil. all three are worth fetching for....... also you've got a solid blocker there for three mana. not too shabby. it's no Wall of Tears or Wall of Souls on the board, but it's useful for putting the combo together with transmute.

altogether it's a pretty good deck. but it needs more of an intense discard card-base. bump up Wheel and Deal to four copies, without a doubt (it might be your best card), and add in a Twincast or something similar. this will let you lay the smack down in the late-game when you've got plenty of mana and a hand full of cheap sorceries and instants to throw.

lastly. did you consider the following?
- Ravenous Rats
- Hymn to Tourach

the Hymn is the best 2-mana discard in the game, and the Rats are a simple discard with the added bonus of being a fairly standard chump-blocker. they've saved me against 8/8 creatures before, for a turn at least. it may make all the difference.... both of these cards start to look pretty mean when combined with megrim, especially the hymn.

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Posted 27 May 2009 at 06:57

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also, another reason to include Twincast here is for some serious multiplayer flexibilty.

it may actually be one of the best multiplayer cards ever printed.... you can copy any spell, even ones played by your opponents or teammates. this makes it a potential game-winning card. are they burning you for 10 damage in a last-ditch attempt to win? copy it right back at them. boom. milling your deck? copy it. boom. it's fantastic. every blue deck should have 4, in my opinion.

copy an Overrun or giant growth played by your teammate, or copy a Counterspell, or a Burn spell, removal spell, steal spell, fetch spell. anything. it's absolutely brilliant and can be used in most situations to even the board out or give you an advantage.

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Posted 27 May 2009 at 07:21

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Thanks purkle.

Sorry I should have mentioned, unlike the other megrim deck, this one is only built of cards I own, rather than wish I did, thats why there are a few cards I'd love to have four of, but don't.

I play multiplayer mainly... distinct lack of ability to build decks fast enough for dueling, so yeah, this was built with multiplayer in mind.

The clutches are indeed there to search for the Urza's guilt's more than anything else. I played another version of this once, and got a dream draw, droped a guilt turn 4 and turn 5 - with just one megrim in play, thats 20 dmg/life to opponants.

Hymn's I dont have, but I dont know if they'd make it in, nice though they are, because they suffer from mono-black deck syndrome... they great on the discard, but are a dead card against a player who's emptied his hand

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Posted 27 May 2009 at 08:05

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Purkle, i think you underestimate Urza's Guilt far too much, once you see it played its easily as strong as Windfall. As for Clutch, i agree its very expensive but the transmute utility is a must...not to mention that the 3 life might be the killing blow to an opponent, lets not forget life loss is the win condition of the deck after all.
I'm still not convinced that the red might not be the best move. I know that Wheel of Fate is a hefty chunk of pain in the deck, but without cards such as clock spinning you're telling the table they have 4 turns to kill you. Barbed Shocker would be a phat addition to the deck, although it'd mean singling people out or struggling with defenders. Why not try the classic Siphon Mind?

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Posted 05 June 2009 at 12:13

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