All players win?
Posted on Oct. 5, 2018, 12:35 p.m. by amenos42
Suppose I'm building a hardcore grouphug deck. Rather than trying to be nice to everyone and somehow segue that into winning alone, I actually want to create a situation where all players win the game simultaneously.
I haven't seen a card that explicitly says, "All players win the game" or "the game ends in a tie." Can anyone think of a combo that might produce this effect?
its impossible for all players to win. the best you can do is make the game end in a draw. just go to the gatherer and do a search for cards whose rules text state "each player".
October 5, 2018 12:39 p.m.
The closest we have is everyone losing the game at once including you. Hurricane effects are good at this.
October 5, 2018 12:55 p.m.
Celestial Convergence requires you to have two players with the same lifetotal, but still ends the game in a draw.
October 5, 2018 1:34 p.m. Edited.
Actually there is a card that can end the game in a draw Divine Intervention is the only one I know of.
October 5, 2018 1:34 p.m.
October 5, 2018 1:38 p.m.
October 5, 2018 1:46 p.m.
Boza - that will not result in a draw, but rather the active player winning the game. Lich creates a triggered ability. All the Liches will be destroyed, then the triggers will be put on the stack in APNAP order. Since the Active Player's is put on the stack first, it will be the last to resolve, which means all the remaining players would have lost the game already.
I'd also highly recommend against Epic + Hive Mind. It's not a fun interaction, and your friends will, justifiably, be angry that you're keeping them from playing their decks.
October 5, 2018 2 p.m.
Enchanted Evening with a certain cat I don't remember will draw the game, the deck 'diplomatic immunity' has that combo.
October 5, 2018 2:23 p.m.
With enough Mana to give each player a laboratory maniac and then a way to deck everybody out at the same time.
October 5, 2018 4:29 p.m.
Funkydiscogod sorry I didn't even read the comments.
October 5, 2018 4:31 p.m.
Thanks for the help, folks. Sorry I forgot about this thread for so long.
Divine Intervention is the answer I like best, so far. I think the answer I really needed was this: if all players win or lose simultaneously, the game ends in a draw. The "grouphug victory" question, therefore, is actually more like, "What are some interesting ways to make the game end in a draw?" To narrow it down, I might suggest that mono-White and Bant decks are probably most suited to grouphug, thematically speaking. In EDH, Arcades, the Strategist + Sterling Grove -> Divine Intervention would probably be fun... for me. I mean, if you declare that your objective is to make the game end in a draw... and you do that... then you won, right? Sorta?
BTW, here are the rules regarding draws:
Using a spoil block cause it's long Show
104.4a If all the players remaining in a game lose simultaneously, the game is a draw. 104.4b If a game that's not using the limited range of influence option (including a two-player game) somehow enters a "loop" of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don't result in a draw. 104.4c An effect may state that the game is a draw. 104.4d In a multiplayer game between teams, the game is a draw if all remaining teams lose simultaneously. 104.4e In a multiplayer game using the limited range of influence option, the effect of a spell or ability that states that the game is a draw causes the game to be a draw for that spell or ability’s controller and all players within his or her range of influence. Only those players leave the game; the game continues for all other players. 104.4f In a multiplayer game using the limited range of influence option, if the game somehow enters a "loop" of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw for each player who controls an object that's involved in that loop, as well as for each player within the range of influence of any of those players. Only those players leave the game; the game continues for all other players. 104.4g In a multiplayer game between teams, the game is a draw for a team if the game is a draw for all remaining players on that team. 104.4h In the Emperor variant, the game is a draw for a team if the game is a draw for its emperor. (See rule 809.5.) 104.4i In a tournament, all players in the game may agree to an intentional draw. See rule 100.6.
So anyway, let me suggest a new topic for this thread: What are some interesting, fun, or efficient ways to make the game end in a draw?
As an aside, there could be a political element to it. You could play Divine Intervention, then kill all the players who refuse to grouphug. That way, only the peaceful players get to enjoy the "alliance victory."
February 21, 2019 7:51 p.m.
Here's an example I just thought of. It's pretty absurd.
- Play Prototype Portal and imprint Isochron Scepter . (Actually, you only need two Isochron Scepters, so you can copy it however you want.)
- Make two copies of Isochron Scepter. Imprint one with Dramatic Reversal and another with Reward the Faithful
- Add some mana rocks to the mix, then cast Dramatic Reversal and Reward the Faithful infinite times, causing all players to gain infinite life. Alternatively, target only the players willing to grouphug.
- Smirk and insist that everybody agree to a draw.
February 21, 2019 8:10 p.m.
So.... I recently made a fairly trollish deck that kind of sounds like what you are doing.
The goal here is to dimplomatically keep everyone alive through fog and trickery while stacking out protective pieces like greater auramancy and karmic justice....
Eventually you land a tie game combo: - Platinum Angel/Angel's Grace + Transcendence - Stuffy Doll (naming myself) + Pariah on stuffy doll
Either of those create a stack that can't be stopped without removal and put the game into a state where it cannot proceed - hence a tie.
There's little I like more than congratulating my playgroup on our success in overcoming hate to work together in friendship towards a communal point of satisfaction from which we can egress with no casualties. They love me.