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23

First, the source: section 8 of the Comprehensive Rules covers multiplayer games, and rule 800.4a deals with the consequences of one player being eliminated: 800.4a. When a player leaves the game, all objects (see rule 109) owned by that player leave the game, any effects which give that player control of any objects or players end, and all spells and ...


12

Don't expect the game to end quickly. In a MtG duel, there is a deck archetype called Aggro. Aggro decks use extremely low converted mana cost (CMC) cards that can efficiently deal damage to quickly reduce their opponents life from 20 to 0. This type of deck is trying to gain a tempo advantage. Aggro decks typically don't win in multiplayer free for all, ...


9

It would seem that the trigger does not even go off unless both the player currently taking their turn and the previous turn were both inside your range of influence. 801.7. A triggered ability doesn‘t trigger unless its trigger event happens entirely within the range of influence of its source‘s controller. On turns that the trigger does go off, ...


9

In Commander, it's typical for decks of all colors to run "mana rocks" -- artifacts that generate mana. Some of the popular ones are: Sol Ring, Mind Stone, Thran Dynamo, Darksteel Ingot, Worn Powerstone, Dreamstone Hedron, Mana Vault, Mana Crypt. Some of these help with mana-fixing, others just produce colorless mana; the former is often helpful in a ...


7

Players leave the game as a state based effect, the next time any player would receive priority if their life total is zero or less. 104.3b If a player’s life total is 0 or less, he or she loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.) In the above example, after you declared your creatures ...


6

One of the rulings for Furnace of Wrath states: If multiple effects modify how damage will be dealt, the player who would be dealt damage or the controller of the creature that would be dealt damage chooses the order to apply the effects. For example, Mending Hands says, "Prevent the next 4 damage that would be dealt to target creature or player this ...


3

Cards which affect each player or each creature become much more valuable than cards which target only 1 creature or player. Similarly global effects can become detrimental. For example, in a multi player game it is much more likely you will face an opponent playing some of the same colour mana as you are. Cards like Mana Flare or Gauntlet of Power can ...


2

If and when a player leaves a multiplayer game, everything owned by that player leaves the game with him/her and no longer has any effect on the game. 800.4a When a player leaves the game, all objects (see rule 109) owned by that player leave the game and any effects which give that player control of any objects or players end. Then, if that player ...


2

I love asking this question, because even people who consider themselves rules gurus usually get it wrong (including me). Final Edit: I think I have it right now. ghoppe correctly identified the rules that handle multiple prevention effects trying to modify the same event. Comprehensive Rules 616.1. If two or more replacement and/or prevention effects ...


2

For instants and activated abilities, Braid of Fire is great now that mana burn is gone. This is almost the equivalent of saying "Google it," but magiccards.info has a really powerful queries. For example, the following query gets all red and colorless spells with the words "mana pool" in the game text that also have red color identity: ...


1

There are a couple main reasons you might see a lot of multiplayer decks with 1 or 2 of each card. First and foremost, multiplayer is a pretty casual format, so people are playing with the cards they own, and trying not to spend all their money. They probably only have 1 or 2 of a lot of cards, so they're just building the deck they can build. Along with ...


1

No. Immediately after your two damage trigger resolves, before players have a chance to do more things, state based actions are checked: the game 'notices' that that player has zero or less life, which causes them to leave the game, which causes everything they control (permanents, spells, triggers, what have you) to vanish. When the combat damage step ...



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