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5-Gate :
Multiplayer Fun
by Cantata
5-Gate is a multiplayer deck I have been fooling around
with. It is
designed to take full advantage of the new
"Gating" mechanic introduced with
Planeshift and is also Type II and IBC legal. I am
playing with all five
Battlemages in this deck, although I have not included
Familiars as of this
build. They will eventually have to be included to
support the recurring
Battlemages w/kicker (cheaper is better) and I'm testing
to see which cards
should be considered for replacement. There are no
less than ten cards to
help get all the basic land types into play quickly,
including Harrow,
Terminal Moraine and two Lairs that cover all five
colors between them.
I made sure to include enough gating creatures to cover
all five colors, so
you should be able to keep the recurring Battlemages
going the entire game.
Eladamri's Call makes sure you can get the right
creature at the right time.
A good addition to the gating mechanic might be
Nightscape/Sunscape
Apprentice for the bounce effect, although I'd rather
see the cards bounce
to my hand instead of the top of my library.
5-Gate might also benefit from more Domain cards.
I use a couple of good
ones such as Tribal flames, which is shear madness
with five basic lands in
play, the most efficient burn available under the right
circumstances.
Allied Strategies keeps your hand full throughout the
game, another insane
card in a 5C Domain deck. This even beats FoF,
IMHO. I would not agree
with that assessment in anything less than a five color
deck, although four
cards wouldn't be too shabby.
Planeshift has also provided two of the best removal
cards Magic has seen in
sometime in the form of Hull Breach and Terminate.
There are four each in
5-Gate, providing you with plenty of control, especially
when the recurring,
kickered Battlemages are figured into the equation.
Naturally, 5-Gate is
more control oriented than aggressive, and it takes a
little practice to get
the hang of all the tricks, but it's also a blast to
play.
5-Gate has not seen extensive testing, but I like all
the elements in the
deck. I think it has decent synergy, and certainly
provides all the tools
you need to dominate a multiplayer chaos game. Of
course, feel free to make
changes based on your local groups metagame. This
one has several cards
that you may, in fact, find questionable in your group,
such as Canopy
Surge. I include this card because some of my
friends really like to play
flying weenies, allot, and I get tired of loosing to
their airborne army.
The Surge solves this problem admirably, especially
against Ordered
Migration and cards of similar ilk. I suppose
Simoon might work, but I am
currently trying the Surge due to it's kickered
versatility. Breath of
Darigaaz can handle the ground pounders that Canopy
Surge misses, and it
also has the versatile kicker just like the Surge.
Running two of each
might be more appropriate.
NOTE: One of the single most effective gating combos in
the deck is Cavern
Harpy/Marsh Crocodile. With these two cards you
can single handedly make
all other opponents begin top decking in the early to
mid game, while you
use Allied Strategies to refill your hand.
Beware!! You WILL become the
center of aggression after a couple of recursions and an
Allied Strategies,
so have Wandering Stream and Angel of Mercy ready for
use.
On to the deck list, and enjoy!!
5-Gate Decklist
---------------
CREATURES (20)
Angel of Mercy x2
Cavern Harpy x2
Fleetfoot Panther x2
Horned Kavu x2
Marsh Crocodile x2
Nightscape Battlemage x2
Stormscape Battlemage x2
Sunscape Battlemage x2
Thornscape Battlemage x2
Thunderscape Battlemage x2
SPELLS (28)
Allied Strategies x4
Breath of Darigaaz x1
Canopy Surge x1
Eladamri's call x4
Harrow x4
Hull Breach x4
Terminate x4
Tribal Flames x4
Wandering Stream x2
LAND (27)
Forest x10
Island x3
Mountain x3
Plains x3
Swamp x2
Darigaaz's Caldera x1
Dromar's Cavern x1
Terminal Moraine x4
Here is the mana curve for those interested:
0-1 mana : 0 Average Casting cost = 2.83 mana (no
kickers)
2mana : 22 2 Black cards 27 Lands (36%)
3mana : 18 6 Blue cards 20 Creatures
4mana : 2 9 Green cards 28 Spells
5mana : 6 7 Red cards 4 Rares
6mana : 0 4 White cards 28 Uncommons
7+ mana : 0 20 Gold cards 43 Commons Total cards = 75
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