If you can't get eight players to draft, screw it, do four. That's what I say.
So we did. And this is what it looked like.
I ended up with a R/B deck that had a lot of removal but not a lot of win conditions. My plan was to patiently wait as other players represented threats, and then step in after one or if I was lucky, two players had been eliminated.
And it almost worked. First, because as it turns out, Sangromancer is an absolute house in multiplayer. Holy cow that card is good. The first time I cast it, Noah stole it from me with Desertion (a card I passed to him because 'who plays countermagic in multiplayer?') and proceeded to go from 6 life to 27 life.
After Matt destroyed the Sangromancer, I was able to use Raise Dead and re-play Sangromancer, which took me from 7 life to 22 before being killed again, I believe this time by Caitlin.
While I didn't see anything too bonkers from my opponents in terms of card selection, the decks were varied and things got interesting specifically because of the Monarch mechanic. Attacking became very important because of the extra cards.
Matt had it worked out though, putting a Pariah on my Havengul Vampire. As the Vampire got bigger and bigger, Matt had time to add in a Ghostly Posession on top of it all! At one point I had a 17/17 vampire that couldn't do anything for me and left Matt comfortably in the position of Monarch.
But.
As the game wore on the extra card draw became detrimental to Matt, who saw his library run down to nothing and couldn't find an answer for the board. The aggressive nature of being the Monarch had a price and eventually it got paid.
Which is very cool, because multiplayer games often struggle due to people turtling up. They get laggy and boring, with nobody wanting to take any risks. The extra card draw is worth getting for a little while but multiplayer draft games means that A) It's harder to capitalize on those extra draws and B) if it goes on long enough the reward becomes a bad thing.
First test of Take The Crown: Approved.
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