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Top 10 Multiplayer Cards in Invasion
By Alex Makhovykh
This week I’m here with the top 10 multiplayer cards in Invasion. I was considering doing the normal top 10, but seeing how my Prophecy one wasn’t very successful to say the least, I decided not to do that. Anyway, here are the top 10 cards I believe will have the most influence on multiplayer games everywhere:

#10: Aura Shards
1GW, Enchantment, Uncommon
Whenever a creature comes into play under your control, you may destroy target artifact or enchantment.

This neat enchantment gives all of your creatures a "comes into play" ability of a Disenchant. Now just imagine this with token generators such as Rith, Deranged Hermit or a Snake Basket. Scary, huh? And don’t even get me started on what you can do with 2 in play...

#9: Seer's Vision, 2BU, Enchantment, Uncommon
All opponents play with their hands revealed. Sacrifice Seer's Vision: Look at target player's hand and choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery.

When Telepathy and Coercion come together, you better take cover. All right, so its not that amazing, but since your opponents will be playing open-handed, it will give them a good idea as to whom they should fear. (Hint: it won’t be you, since you aren’t playing open-handed.) You also get to know what your opponents are holding and that will give you a general idea as to what’s a threat to you. Then when you realize what will plague you later on, you can rip it right out of opponent’s hand. Not bad! (...unless, of course, they cast it. Gotta hate sorcery-speed effects. - Istanbul)

#8: Bend or Break, 3R, Sorcery, Rare
Each player separates all land cards he or she controls into two face-up piles. For each player, an opponent chooses a pile. Destroy all lands in that pile. Tap all lands in the other pile.

I am not even going to bother explaining this one. The fact is that, in chaos multiplayer games, this will be one of the most fun and crazy cards. And speaking of facts...

#7: Fact or Fiction, 3U, Instant, Uncommon
Reveal the top five cards of your library. An opponent separates those cards into two face-up piles. Put one pile into your hand and the other into your graveyard.

This is one of the greatest card drawers ever made, and it only gets better in multiplayer. First of all, if you choose a friendly opponent, you might just get all five cards. "Gimme all five and I’ll counter that Fireball he’s about to kill you with." Four cards for five mana = Even if you don’t get an opponent that is willing to do that for you, Fact or Fiction is still a good card drawer and can also pitch some creatures into your graveyard, where they can be animated. And speaking of animation...

#6: Reya Dawnbringer, 6WWW, Creature - Angel Legend 4/6, Rare
Flying. At the beginning of your upkeep, you may return target creature card from your graveyard to play.

When I first saw Atalya, I couldn’t believe it - she was a life-gaining MACHINE. But I also realized that she would never, no matter what, stand up to direct damage. I knew she’d be Bolted on sight. Then, I saw Reya. A 4/6 flyer that who would get me a creature from my graveyard every turn. I could not believe it. You want life gaining? With Radiant’s Dragoons you got 5 life each turn. You want direct damage? Enter Ghitu Slinger. A creature bothering you? One Bone Shredder coming up. If any of you have a Recurring Nightmare/Survival multiplayer deck, you absolutely need this card. It will win you a lot of games.

#5: Obliterate, 6RR, Sorcery, Rare
Obliterate can't be countered. Destroy all artifacts, creatures, and lands. They can't be regenerated.

Nowadays, whenever I hear the word Obliterate I imagine a big freakin’ nuke blowing the crap out of everything. I think the card had something to do with that. In contrast to Reya, Obliterate destroys everything rather than bringing creatures back. The only things that escape its wrath are the global enchantments. But heck - take advantage of the fact! Your Subversion, Forsaken Wastes, numerous seals from Nemesis, Zur’s Weirding and *Parallax Wave*, just to name a few, will survive. If you cast Wave with 4 meanies in play a turn before you Obliterate, I think you’ve already won! Here’s how it works. You cast Parallax Wave. Next turn, in response to yourself casting obliterate, remove four of your greatest beasts from the game. Then Obliterate resolves and everything goes to hell. Everything but your Wave, which only goes away the next turn, and brings with it your army which in now very much unstoppable. Now, it shouldn’t take you more than a few turns to finish beating your opponent’s face in. And now that we’re on the subject of beatings...

#4: Dragon Legends
(Each is a 6/6 for 6 mana of appropriate colors that has an ability that costs 2 and one mana of a certain color that you can trigger when the dragon damages your opponent. Rith’s ability is green and creates 1/1 saprolings for each permannt of a color. Treva’s ability is white and gains you life on the same measurements as Rith. Dromar’s ability is blue and it unsummons all creatures of a color of your choice. Darigaaz’ is red and lets you choose a color, then making opponent reveal his hand take one damage for each card of that color. Finally, Croisis’ ability is black and asks you to choose a color then making opponent reveal his hand and discard all cards of that color.)

Well, even if the dragons didn’t have their abilities they would’ve still been good as 6/6 flyers for 6 mana, considering they are in a long range of direct damage and that 3 of them can’t be killed with black removal spells either. But in multiplayer, they truly shine. The weird thing about them is that the non-black ones (Rith and Treva) are usually a tad stronger and more useful than the other three. The reason is that Rith can usually create a ton of tokens and Treva can gain you a lot of life, while Croisis only attacks one opponent’s hand and Darigaaz only does damage to one opponent. Dromar is a different story. He can be both good and bad. Sure, he can send a large army back to its owner’s hand, but often a part of that army will be him and your other creatures. Still, all the dragons are amazing in multiplayer and are a lot of fun to play with.

#3: Pyre Zombie, 1BR, Creature - Zombie 2/1, Rare
At the beginning of your upkeep, if Pyre Zombie is in your graveyard, you may pay 1BB. If you do, return Pyre Zombie from your graveyard to your hand. 1RR, Sacrifice Pyre Zombie: Pyre Zombie deals 2 damage to target creature or player.

My feelings about Pyre Zombie can be summarized in this song:
(Sing to the tune of Ricky Martin’s "She Bangs")*
"He burns, he burns
Oh baby
And he stings, he stings
And recurs
He looks like a shock
But always comes back for more
To kick opponents’ a$$
All over the floor"

This shows the correlation between the media world and the world of Magic. Whereas Ricky has sexy women in thongs, we have a zombie with a lighter. Go figure.

#2: Wash Out, 3U, Sorcery, Uncommon
Return all permanents of the color of your choice to their owners' hands.

Maybe Wash Out shouldn’t be this high up on the chart. Then again, maybe a card that by itself return around a dozen permanents to their owner’s hand for four mana deserves the #2 slot. From destroying armies of tokens to sending back hordes of goblins and elves to getting rid of enchantments like Story Circle, Wash Out holds the #2 slot.

#1: Void, 3BR, Sorcery, Rare
Choose a number. Destroy all artifacts and creatures with converted mana cost equal to that number. Then target player reveals his or her hand and discards from it all nonland cards with converted mana cost equal to the number.

Void does everything. It will almost certainly destroy a huge number of permanents, it almost never costs you card advantage, and it really screws over one opponent. Usually, unless it is countered, Void will gives a gigantic card advantage. When timed right, this is one of the best cards ever that you can play with in a multiplayer game.

Honorable Mentions: I have 3. All seem to be fun cards that can be used to your advantage or simply cause some chaos. Rout, the new instant Wrath of God, gets here because it's... well, an instant Wrath of God! You can sit there with almost no defense and when one opponent stopped beating on the other and is about to attack you, play it and clear the board. Twilight’s Call is a reprint of one of my favorites: Living Death. Except its... instant. Geez. Try playing that during combat and see how much pain you can cause. Finally, Psychic Battle gets here because it is simply one of the wackiest cards that I’ve seen made in a while, and it seems like it would be a lot of fun to play with.

Anyway, this is it for today, I hope you’ve enjoyed this. I’ll be here next week and meanwhile any input is welcome. This is Alex a.k.a. Superguy.
Superguy98@hotmail.com

*No, I’m not a fan of Ricky Martin but on my school bus home the radio station always plays it. Dammit.

"Hatred outlives the hateful."

Read More Articles by Alex Makhovykh!

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