Firestorm

by The_MoC on 21 April 2016

Main Deck (60 cards)

Instants (10)


Enchantments (2)


Land (20)

Sideboard (8 cards)

Creatures (2)


Instants (4)

Artifacts (1)


Land (1)

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Deck Description

DISCLAIMER: I play SOLELY kitchen table multiplayer magic, 4 people MINIMUM. I give no $%#@S about tourney play, whether or not something is format legal, or any of that other gibberish. So if your advice is something along the lines of "fetch lands bro" or some other asinine statement about how the deck needs like 12 turn one drops to survive, no. Just no. Our multiplayer games are not decided in the first three turns. Anyone who gets too froggy out the gate faces the multiple player beatdown barrage of kill spells, direct damage, and general face mashing.

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,302 times.

Mana Curve

Mana Symbol Occurrence

1400640

Card Legality

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

Deck discussion for Firestorm

Ah, you meant THAT kind of redirection. Yes, I also made a deck like this, but it was red-white and focussed more on damaging everyone and preventing the damage mysef. Back then I had zero Reckoners and only a single Blasphemous Act, so my key creatures were Spitemare, Maniac, Stuffy Doll and Coalhauler Swine (lol!) and spells were regular Earthquake type of cards while I prevented the damage with CoP/RoP:Red.
You might also be interested in this one http://www.mtgvault.com/puschkin/decks/occ-selfawareness-trip/ ...

About your deck:
It's hard for me to make suggestions because you playgroup seems to be very different from mine. I am referring to "Anyone who gets too froggy out the gate faces the multiple player beatdown barrage of kill spells, direct damage, and general face mashing." I may interprete it wrongly, but doesn't that mean you guys gang up on someone that has a slow start or plays defensively? And I conclude from that, that you play free-for-alls?

See, in free-for-alls, it's usually the best to be NOT aggressive. Why should I waste resources on killing someone when that is also progressing the win condition of everybody else? Which is why free-for-all games typically degrade to a game of "who moves first loses" which is why it's the least favourite in our group (especially since we have a fair share of players that play defensively and reactionary regardless of format).

This is why I would build this deck very differently and way less straight-forward. At the very least I would ditch the Blind Fury and Furnace of Rath (are you nuts?). Maniac, Spitemare, Reckoner and Stuffy Doll are a great basis because they are a great deterrant to attack you, so they work both defensively and offensively. That's a good start and Blapshemous Act & Co turn them into great damage dealers and finishers. However, you don't need "win more" cards in this. All that Furnace and Blind Fury do is turning this more into a combo deck. And that means less room for you to adapt and more reasons for the others to kill you before the combo is set up.

Arcbond, however, is a very excellent addition. Didn't know that card before. It comes out of nowhere and can clear the board or outright kill everybody for just three mana, especially considering we are talking about multiplayer free-for-all ... you can play it on any creature, it doesn't even have to involve you, for example if a fatty of another player attacks yet another player you can throw that thing in between and blow the world apart! So, play 4 of them!

What this deck lacks, though, is lifegain or at least damage prevention. Arcbond can easily kill yourself along with all other players (or JUST you - the redirection damage from your creatures are applied after it), Flamebreak and your Phoenix also hurt yourself. Red doesn't have any of these? Right, but artifacts and lands do. Best picks here would be Sun Droplet for lifegiving (triggers in EVERY upkeep, not just yours, so in a 4-player match you'll get back 4 life per turn!) and Glacial Chasm for damage prevention (you don't need to attack anyway).

Other than that there isn't much I could improve. I would replace some Mountains with non-basics like Wasteland/Stripmine, Barbarian Ring or Shivan Gorge, though, but that's mostly a metagame call.
And kudos for adding Vertigo, you sneaky bastard, I like the idea. It's always nice to see older sub-par cards shine in the right deck :)

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Posted 29 September 2016 at 08:18

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My meta has a pretty balanced player base, some spikes, some Swiss, some Timmy's, but mostly it's the blind siding, and blood feuding that keeps it going. By the froggy comment, I mean if you just start blasting people out the gate you need to be prepared for the rest of the table to gang up on you. A lot of us are at the mindset of "deal with the problem early before it gets out of hand". Because of this, political alliances crop up pretty much every game. So usually with 6 players, it turns into 2v2v2, we just don't start the game with preset alliances. I will acknowledge the fact that this type of format is probably not common, and I can't really imagine it working without the particular group I play with.
The bonus effect to this playstyle, is that none of us are really dead set on winning every game. Obviously it's the goal, but not necessarily the only way to "win". With a deck like this one for example, I just get off on being the major threat, and if I've gained enough of the hate and they've shut me down collectively, I consider it a win, and go smoke a cigarette while they clean up the scraps.
As for Furnace, it's just great to watch the chaos unfold. Especially after the first time it went off, and they realize that a Shivan Meteor or Blasphemous Act means 52 damage to someone's face if I have a single spitemare on the field is just fantastic.
Blind Fury is just my way of dealing with Trample, as it's very common in my meta.

I will definitely look into some nonbasics; the deck is relatively new and I hadn't decided what to put in yet, but strip mine seems like a good time. Admittedly I'm not a heavy artifact player, they're something I almost always overlook while theory crafting my next beast. But some modicum of prevention definitely seems to be in my best interest, you'd be surprised how many times this thing has turned a 4 man game into a 4 way draw..

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Posted 29 September 2016 at 17:58

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Furnace of Rath is a suicide card. No player can allow that to be around for even a single turn. So, if you don't kill everyone right away, they'll kill you asap.
Well, I really can't offer any more help then. Your meta is too unique and the exact opposite of everything I now about multiplayer :) You savages :)

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Posted 29 September 2016 at 18:32

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You would think, but most of the time I'm second on the priority list when it hits the field. Use my furnace to take down the biggest threat, then turn to me. That being said, I'm really considering taking it out anyway, it's just becoming too Wombo Combo for my tastes.

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Posted 29 September 2016 at 18:52

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Did your group ever try other multiplayer formats like Pentagram? Or French Emperor, wouldn't that be to your group's liking?

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Posted 29 September 2016 at 19:03

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I'm not familiar with French emperor, but pentagram we play every now and again. Usually it's a group of 4 or 6 though. Spheres of influence is another format that gets a decent amount of play from us.

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Posted 29 September 2016 at 19:06

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French Emperor:
Also exactly 5 players. Prepare 5 cards to determine roles, one for the Emperor, one for the Traitor and 3 for the Peasants. Then distribute the cards at random. The Emperor reveals his card, the others keep it secret.

It's a free-for-all, you can attack whoever you want (and split attacks if needed). If the Emperor dies, ALL Peasants win, including the dead ones! If all Peasants die, the Emperor and the Traitor win (even if the Traitor is dead).

The Emperor has the following advantages:
* Play starts with him. He draws a card in his first turn despite going first.
* He starts with 30 life.
* He cannot be attacked or targetted during the first 5 turns.
* His permanents cannot be destroyed by effects of other players during the first 5 turns. Exception: Attacking creatures can die via combat damage and effects.
* He can look at the other player's identity cards (so he knows who the traitor is)

The Traitor will start out as a Peasant but he can reveal his identity at any time. If he does, he can do the following three things:
* Counter a spell that is on the stack
* Give the Emperor 5 life
* Bury one permanent of his choice
Nothing can stop this, consider this action to have split second.

So, basically it's 3 vs 2 with a twist. The version above is what we prefer. There is another version where the emperor does NOT know who the traitor is. Instead he draws an extra card in each draw phase as long as the Traitor is not revealed yet. While also interesting, this creates more lopsided games. Since the emperor doesn't know who the traitor is but also doesn't want to waste attacks, he will attack anyway, most likely trying to take one player out early, odds are in his favour that he kills a peasant.

Oh and I strongly recommend that players select their decks BEFORE roles are determined! Otherwise the Emperor might pick a combodeck of sorts.

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Posted 29 September 2016 at 19:38

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I can definitely agree on picking decks before roles are chosen, there's just too many ways to take advantage of the 5 turn leeway and extra life component. Felidar Sovereign immediately comes to mind. I'll run it by the guys, I could definitely see us playing this in the future. One clarification though; I assume when the traitor flips he chooses one of those 3 options, not all 3 of them.

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Posted 30 September 2016 at 05:21

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No, he gets all three options if that's possible - sometimes he has to kill something without a spell being on the stack. This usually means he'll wait for an important spell so he gets the max out of it. But waiting too long is also dangerous in the variant where the Emperor doesn't know who the Traitor ist ;) I've seen Traitors using it just to signal "hey, I am with you, attack someone else" :)
Usually he'll "flip" during the sixth turn when the others can finally attack the Emperor, but some games run very differently.

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Posted 30 September 2016 at 05:32

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