Maybeboard


Why do I wanna make this deck?

The base idea is that I want to build a deck that creates a situation in which I buff someone else's creatures as they attack my other opponents, or otherwise have impact on someone swinging at my enemies. A weird form of playing "support" in non-team game, but also staying far away from group-hug.

How do I reach that goal/want?

I play cards that both I and my opponents can benefit from, use them to "lead by example" and incentivize my opponents to attack each other too. This way, I won't really be their ally (since that's pretty much impossible in a four player free-for-all, or even in star), but I will get them to move into a position where I can buff them while they swing into my opponents.

This deck is going to be inherently very political, since I want to be a part of an attack I otherwise won't have anything to do with. As such, it's going to be important to not only incentivize my opponents to attack each other, but also not to attack me, since if I help player A attack player B, player B might come to me for revenge.

What do I need to do that?

  1. Almost-symmetrical cards that buff attacking (preferably effecting both me and my opponents, but only when attacking my opponents).
  2. Creatures that are good at attacking themselves (to act as an example and to close out the game).
  3. Proactive defense to give reasons not to attack me and reactive measures in case they do.

It's preferable to find creatures that are both good at attacking and function as a proactive defense, although these are likely hard to find.

Regarding category three: I'm not 100% sure yet if it's best to use cheap, instant spells, so I can cast them during my opponent's turn if something comes up, or if it's best to use creature that are good at attacking too, so that I can use their ETB for removal and then use the body for attack or blocking depending on what I need.

Other Notes

  • I'm personally most excited about pumping other player's creatures or giving them trample or something, rather than giving my opponents mana or cards, although I do realize that that's far more enticing of a reason to risk an attack for most people.
  • I think adding the option to goad when necessary will make the deck work better, but it does go past my want to "support". Forcing my opponents doesn't scratch that same itch.

Suggestions

Updates Add

I've reoriented and am refocused on the gameplan.

  1. Get to 4 mana (or preferably 8)
  2. Get Enablers (sturdy creatures with attack benefits) and Payoffs out (Combat Calligrapher, Duelist's Heritage, etc
  3. Start attacking opponents slowly, convincing them to attack eachother too

Considering my goal is to convince my opponents to attack eachother, I think this plan works better than going for cheaper Enablers and going the more aggressive route. Will have to see if it works out, since I've had the problem with this deck before that it couldn't reliably use its own benefits.

Out

In

Reasons for removal:

  • Removing Arguel's Blood Fast really because it feels too expensive per card.
  • Aurelia, the Law Above gives the opponents a reason not to attack at all, which is anti-synergistic.
  • Urabrask draws too much hate, and the extra impulse draw it gives isn't that good in this deck.
  • Curse of Disturbance gives my opponents creatures, which I want to be careful with, and it doesn't feel very good to use. Too limited, I think.
  • Mardu Ascendancy only benefits me, and not that much, since I don't go that wide with non-token creatures.
  • Captain Lannery Storm and Sword of the Animist are too aggresive for the direction I'm trying to take this deck.
  • I felt like the deck needs haste, but Anger doesn't feel necessary. My "threats" aren't threatening enough that I need the haste. Incidentally would be good, but I not without other synergy.
  • Reasons for adding:

  • Windborn Muse gives enemies more reasons not to attack me, and it has flying to it's easy to use my own attack triggers with.
  • Commune with Evil, Discerning Taste and Collector's Vault are all new card selections options to try out.
  • Eye of Nidhogg is a very flexible way to either get people to attack, buff a weak creature, and get deathtouch on the field.
  • Fable of the Mirror-Breaker is ramp, card selection and a cheap attacker, all in one card.
  • Boros Signet and Talisman of Conviction are there just to add more ramp.
  • Comments

    93% Casual

    Competitive