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 Post subject: Pseudo - Archenemy
AgePosted: 2016-Apr-10 5:42 pm 

Joined: 2015-Apr-23 11:27 pm
Age: Drake
Location: Antwerp, Belgium
We had six players yesterday, and didn't feel like playing emperor, so we tried someting else: a kind of archenemy game, one guy taking on the other five.

The brave guy was playing mono black control (Erebos, God of the Dead). To give him a chance, we quickly came up with some way for him to have a starting edge against the five of us.

- He started the game with 5 basic lands in play
- His life total was 200
- He could draw three cards every turn

His first turn, he drew Cabal Coffers, and played Caged Sun and Grave Pact.

His next turns he followed up with Grave Titan, Lightning Greaves and Army of the damned

In about five turns he finished all of us off...

I wonder now, did he have too much of an advantage or was he just lucky to draw into those mana doublers so fast?

Has anyone else tried something like this? What are your experiences?

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 Post subject: Re: Pseudo - Archenemy
AgePosted: 2016-Apr-11 3:18 am 

Joined: 2013-Aug-20 4:37 am
Age: Elder Dragon
Location: Boston
The life total change seems fine, it is 200 life vs. 200 life. 3 cards drawn per turn vs. 5 also seems fine; he's advantaged on digging for specific effects but is at a disadvantage for total number of cards. Starting with 5 lands seems like the thing that broke it, IMO.

If you tried this again, I'd just have the guy start without lands in play, but give him a permanent Exploration effect so that he can get up to speed faster than the rest.

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 Post subject: Re: Pseudo - Archenemy
AgePosted: 2016-Apr-19 3:23 am 

Joined: 2012-Jun-01 6:02 am
Age: Drake
Location: South Carolina
I like the idea.

Maybe give the Archenemy an extra turn for each other opponent after the first, or maybe every 2? They might not get to 5 lands, but they will have a foot to get knocked back onto if the other 5 get a fast start. Does the Archenemy have to worry about Commander damage?

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