Serious_Fun

Gloria in Excelsis

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The letter I!'m a kid of the 90s. This can mean a lot of things depending upon how you slice it, but for me it means I grew up watching cartoons on Saturday mornings. There are many cartoons that are definitive of the time, but the one I recall most is Captain Planet and the Planeteers.

The overarching, and often blunt, message of environmental contentiousness aside, the biggest takeaway I had wasn't about teamwork. It was the same point I found Might Morphin' Power Rangers and Voltron: Defender of the Universe leaving me with: if you pile up everyone's power you can always win.

"Hey kids, lend me +1/+1!"

And I don't mean teamwork.

Simply stack everyone up as one massive entity, then unleash it against your foes. I mean, The Planeteers called the Captain not because they wanted to have a group moment or could handle things as a team; they pulled him from the Earth specifically to take names and kick ass. It was awesome.

So what does 90s nostalgia have to do with Magic? This week is Exalted Week, where we're supposed to talk about the mechanic exalted. I have no idea why the idea of everyone pitching their power into one super-heroic being would be what I think of when I see exalted.

By Your Powers Combined, I Am Freaking Huge!

Exalted is a pretty sweet mechanic for dueling in Magic. You send just one guy into the fray, collecting the bonus of those left behind, and usually force an opponent to take lots of damage while leaving your own turf defended or to throw away a creature in the face of overwhelming power. I'm more than certain others will be sharing how to make that happen.

Hound of Griselbrand | Art by Svetlin Velinov

Exalted isn't a mechanic I think of when I consider most multiplayer formats. Commander, free-for-all, Two-Headed Giant, and Group Game Draft are all ways to play that encourage attacking with multiple creatures, or attacking multiple players. The +1/+1 bonus is nice to have from a handful of sources, but trying to snuff out several players starting at 40 life, or the opposing team at 30 life, is still hard. It isn't that exalted isn't useful outside of duels, but it sure seems to shine in them.

The question I faced with exalted wasn't, "Is it something fun to play?" because it most obviously is fun. My question was, "Why would I want to have exalted in multiplayer?" The answer wasn't immediately apparent, but it came by asking something different.

"Why would I want to attack with only one creature in multiplayer?"

There are numerous ways to attack with only one creature yet dish out devastating damage. Here are a few:

  • Poison—10 and done.
  • Double strike—halfway there is good enough.
  • Annihilator—may you find the blessed sleep.
  • "When this creatures deals combat damage to a player"—a mouthful of awesome.
  • Unblockable—stop trying to hit me and hit me.

All exalted does is add fuel to the flame. Except for riffs on tokens with Sublime Archangel, using exalted in multiplayer asks for a heavy commitment of creatures to the battlefield. Using exalted as an add-on for something else in multiplayer is much more fun with a much lower exalted requirement. Every mechanic can have its day. Exalted just happens to find its fame out of the table I sit at.

So it should be easy to just pile everything else and build an exalted deck, right?

  • Poison is primarily in black with cameos in every other.
  • Double strike lies under the purview of white and red.
  • Annihilator calls without color, but makes steep mana demands.
  • Combat damage triggers are all over the place, with some snazzy ones in green.
  • Unblockable is blue, it's true! Well, mostly.

Every color in Magic plays nice with exalted, assuming we grab the right pieces. Let's go shopping.


Poison in multiplayer is a touchy topic. The potency of killing anyone, at any time, with only 10 "damage" is appealing. In turn, those you intend to infect tend to fend against you pretty hard. I've seen some hurt feelings by abruptly ending the game by 10 poison in the face, but some groups are more than willing to make Phyrexian dealings.

At the very least, we are.

Again, poison is mostly black but it's spread across every color in some way. These are the tools to turn a single attack into a one-hit knock out.


Double strike is impressive and powerful, but it's certainly a little less scary than poison. Of course, there's nothing more terrifying than double strike with poison, but that's not the point here. What's important is that connecting directly with opposing players using double strike is another way to reduce the power you need to come up with in an attack.

Don't fear the reaper.

When your plan of attack is to plan to attack, you're on the right track. Double strike is a nice plan of attack.


The Eldrazi are the sole carriers of the annihilator keyword. While Ulamog, the Infinite Gyre and Emrakul, the Aeons Torn might be the most famous, it's Eldrazi Conscription, It That Betrays, and Artisan of Kozilek I'm most interested in here. Annihilator isn't prevalent, thankfully, but these provide plenty of power to wield.


Getting a bonus when dealing combat damage to a player is awesome. It's quite like icing on the cake in multiplayer. While cake is, ostensibly, the central component to our business, without icing it just doesn't feel the same. I even know a few friends who pick cake specifically for the icing.

I'm not sure where that analogy led to other than hunger.

Sometimes you just want to hit someone. These are all great way to feel good about that.


Unblockable is an interesting ability in that it isn't one. It's a characteristic about a creature, sure, but there are creatures which are unblockable without that word helping.

"Can't touch this" sums this up nicely, I'd say.

In Exaltation

So we have a ragtag group of cards to go with our exalted idea. As a quick refresher, these are the best means to get more from exalted.

It's just a touch but what a punch it packs. Especially when you pile it all together like this.

Karona, False God Commander
Commander – Karona, False God

Main Deck

100 cards

Commander
Badlands
Bayou
Blood Crypt
Breeding Pool
Cascade Bluffs
Creeping Tar Pit
Fetid Heath
Fire-Lit Thicket
Flooded Grove
Godless Shrine
Graven Cairns
Hallowed Fountain
Homeward Path
Inkmoth Nexus
Island
Lavaclaw Reaches
Mystic Gate
Overgrown Tomb
Plateau
Raging Ravine
Reflecting Pool
Rugged Prairie
Sacred Foundry
Savannah
Scrubland
Steam Vents
Stirring Wildwood
Stomping Ground
Sunken Ruins
Taiga
Temple Garden
Tropical Island
Tundra
Twilight Mire
Underground Sea
Volcanic Island
Watery Grave
Wooded Bastion

41 lands

Artisan of Kozilek
Avatar of Slaughter
Azorius Herald
Blackcleave Goblin
Blazing Specter
Blighted Agent
Cephalid Pathmage
Cold-Eyed Selkie
Covert Operative
Crypt Champion
Deep-Sea Kraken
Dream Prowler
Falkenrath Aristocrat
Ghastlord of Fugue
Hound of Griselbrand
Hunted Phantasm
Hystrodon
Invisible Stalker
It That Betrays
Jhessian Balmgiver
Jhessian Infiltrator
Jodah's Avenger
Karona, False God
Neurok Invisimancer
Ohran Viper
Pestilent Souleater
Putrefax
Rafiq of the Many
Reaper of Sheoldred
Riptide Entrancer
Rockshard Elemental
Shadowmage Infiltrator
Silverblade Paladin
Skithiryx, the Blight Dragon
Sovereigns of Lost Alara
Spinebiter
Thada Adel, Acquisitor
Trespassing Souleater

38 creatures

Akroma's Memorial
Angelic Benediction
Artful Dodge
Assault Strobe
Breath of Fury
Corrupted Conscience
Distortion Strike
Double Cleave
Eldrazi Conscription
Finest Hour
Fireshrieker
Grafted Exoskeleton
Mask of Riddles
Phyresis
Quietus Spike
Runes of the Deus
Savage Beating
Sword of Fire and Ice
Sword of Light and Shadow
Tainted Strike

20 other spells

Ajani, Caller of the Pride

1 planeswalker

Karona, False God


Karona isn't a Commander for the soft at heart. Passing around a potent force for opponents to use too is just asking for trouble. But that's also why I like this type of deck so much. There isn't a theme of fine-tuned efficiency or demanding mana curves: It just wants to sit down and be played.

Karona, False God | Art by Matthew Wilson

Karona can make the most of effects that grant poison, unblockability, and other abilities, including a one-shot kill with just Finest Hour:

  • Have Finest Hour in Play
  • Attack with Karona, naming Avatar.
  • Karona gets +4/+4 from the agreement.
  • She hits the opponent for 9 damage.
  • She untaps, thanks to Finest Hour.
  • She attacks again, getting another +4/+4.
  • Boom.

It's easy to mistake jamming cards I like together for careless or poor planning. This deck has a theme, and it wants to see that theme through. It isn't apologetic about it, and it certainly should deliver the "I have one great guy to attack with" experience I want.

It should also play nice with the preconstructed Magic: The Gathering Commander decks released last year. Those are bonus points I can get behind. But not every deck needs to be for Commander.


This isn't meant to be entirely multiplayer, but it works wonderfully for one way to play: Attack Left. Attack Left means every player may only attack the player to his or her left.

That's it.

It seems simple, but I've been giving it a try recently after having it pointed out as a way to make multiplayer games move. The goal here is to poison as quickly as possible. With plenty of cheap poison to pass around, you'll be racing to kill successive opponents to the left. And, if you've forgotten already, infect is a fine defensive ability next to regeneration.

Exalted might play a small role, but poison amplifies that small piece perfectly.

The End of the Road

The process of diving through cards of one theme, and finding the tools for many others, is not unintentional. It's part of why Magic is awesome. Exalted is a tricky customer for the multiplayer table, but I hope these two starting points show you what's possible with a little ingenuity, faith, and exploration.

Krenko, Mob Boss | Art by Karl Kopinski

I know I need to remind myself that it's okay to shuffle up and play anything. You should try that too.

Speaking of trying, the previous two weeks featured a call out for Krenko, Mob Boss Commander decks. We're done taking decks, but everyone's deck will count. You'll see the full details next week, but if you've never considered pulling together more than seventy decks, you're in for a treat.

Have I ever mentioned that I'm an analyst by day and night?

Join us next week when Krenko gets to command in all his green-skinned glory. See you then!

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