elcome to Multikicker Week here on magicthegathering.com! Multikicker is a new mechanic whose roots go all the way back to Invasion. Kicker was a mechanic that allowed us to spend some extra mana and get a bonus with our spell. Multikicker allows us to kick a spell any number of times and get an additional bonus for each time we pay the cost. New mechanics like this are great for a number of reasons. Kicker was a popular mechanic since its conception, and popular again on its return in Zendikar. Kicker is simple, elegant, and fun. Multikicker is simply an extension of its predecessor. The mechanic is very easy to understand because most players were already familiar with it.
There are a lot of exciting new cards that use the multikicker mechanic. Everflowing Chalice jumped out to me as one of the best Standard cards from Worldwake. Wolfbriar Elemental seems like it has the potential to be the next Broodmate Dragon. Marshal's Anthem is an incredible tool for any midrange or slow creature-based deck. Comet Storm and Strength of the Tajuru are huge spells that can end games very quickly, and the uncommon and common multikicker spells are well designed cards that deserve a few looks.
I want to build a few decks this week that capture the absurd potential of Multikicker.
The first deck I would like to discuss is a mono-green deck. Green has all the tools it needs to make a lot of mana at a very early stage in the game. Khalni Heart Expedition, Rampant Growth, and Harrow all seem like great ways to make a lot of payments on the multikicker of Wolfbriar Elemental. I decided that I should build a deck that focused entirely on building its mana through the early stages of the game. I can afford to spend the valuable second and third turns developing my mana, because each threat in the deck requires a Day of Judgment all by itself.
This deck has some pretty absurd draws. I decided to play a few games against my friend.
My friends and I recently built a five-color creature deck. We were inspired by a player at the Worldwake Prerelease who let me borrow a similar deck to play against people who had brought Standard decks. I had a blast with the deck and rattled off ten straight match wins with it. This list is not budget, but I figured my reader base might be interested in a fun new Standard archetype. Here's what I played against:
I won the roll and kept Khalni Heart Expedition, Harrow, Everflowing Chalice, Wolfbriar Elemental, Tectonic Edge, and 2 Forest. I played a Forest and passed the turn, and my opponent played a Jungle Shrine and passed the turn back. I drew a Dread Sanctuary, played my other Forest, cast Khalni Heart Expedition, and passed the turn. My opponent cast a Lotus Cobra and passed the turn. I drew an Avenger of Zendikar, played my land, cast Harrow, cast Everflowing Chalice for one, and passed the turn. My opponent played a land and cast a Bloodbraid Elf, which flipped into a Woolly Thoctar. He attacked for 2 and passed the turn. I sacrificed my Khalni Heart Expedition on his end step, then drew a land, cast Avenger of Zendikar, and played another land. I now had six 1/2 Plant tokens and a 5/5.
My opponent attacked with Woolly Thoctar and Bloodbraid Elf, and I quadruple-blocked the Thoctar and double-blocked the Bloodbraid Elf, losing three tokens. My opponent used his second main phase to cast a Baneslayer Angel. I drew a Forest, played it, pumped all my tokens, and cast Wolfbriar Elemental, kicked five times. I put a 4/4 and five 2/2s onto the table. I passed the turn. My opponent drew for his turn, cast a Woolly Thoctar, and passed. I drew Terastodon, cast it, destroyed my Everflowing Chalice and two of my lands, made three 3/3 tokens, and passed the turn. My opponent cast a Rhox War Monk and passed the turn. I drew a land, attacked with my 9/9, played my land pumping all my Plant tokens, and passed the turn. My opponent simply drew and passed. I drew Harrow, attacked with my team, and used Harrow to pump my Plant tokens.
Sideboarding: -4 Acidic Slime, -1 Terastodon, +4 Oran-Rief Recluse, +1 Slingbow Trap
I mulliganned my opening hand because it had no mana acelleration besides an Explore. My new hand was shaky, but I don't think this deck can do very well with five cards. I kept Rampaging Baloths, Everflowing Chalice, 3 Forest, and Dread Sanctuary. My opponent cast Noble Hierarch off an Ancient Ziggurat and passed the turn. I drew an Explore, played a land, and passed the turn. My opponent played a Misty Rainforest, fetched up an Island, and cast Sedraxis Specter. I drew into Tectonic Edge, played my land, cast Explore, drew Avenger of Zendikar, played another land, and passed the turn. My opponent attacked for 4 in the air, and I discarded my Tectonic Edge. He cast a post-combat Rhox War Monk and played a Seaside Citadel. I drew an Oran-Rief Recluse, played my land, cast Everflowing Chalice kicked twice, and passed the turn. My opponent cast Rafiq of the Many and attacked for 10 in the air with Sedraxis Specter, and I was forced to discard two cards because of the double strike. I discarded my Rampaging Baloths and Avenger of Zendikar. I drew another Rampaging Baloths and cast Oran-Rief Recluse with kicker. My opponent showed me a Path to Exile for my blocker, and we were off to another game.
I kept a hand with no action but an explosive mana start in hopes of hitting a threat. My hand was Khalni Heart Expedition, Harrow, Explore, Rampant Growth, and 3 Forest. I played a Forest and passed the turn. My opponent played a land that enters the battlefield tapped and passed the turn back. I drew another Harrow, played another Forest, cast Khalni Heart Expedition, and passed the turn. My opponent played another land that enters the battlefield tapped and passed the turn. I drew a Rampaging Baloths, played my land, cast Harrow, cast Explore hitting a Dread Sanctuary that I was able to play, and passed the turn. My opponent played an Ancient Ziggurat and cast Woolly Thoctar.
I drew a Forest, played it, and cast Rampaging Baloths, then sacrificed my Khalni Heart Expedition and made a pair of 4/4s. My opponent played a Forest and cast Bloodbraid Elf, cascading into Path to Exile to dispatch my Rampaging Baloths. He decided to hand back with his guys and passed the turn. I drew a Wolfbriar Elemental and cast it kicked five times. I attacked with both 4/4s and my opponent chose to block one with his Thoctar. I passed the turn and my opponent cast a Baneslayer Angel. I drew Oran-Rief Recluse and shot down the mythic rare Angel. I attacked with everyone and my opponent conceded.
I certainly got lucky in this first match. My friend was able to beat me in the next two matches. The games were close, but Baneslayer Angel is very hard for this deck to beat in the first game. Hopefully these matches helped explain just how absurd multikicker can be if you build a deck to abuse it.
The next deck I would like to look at is a white-blue deck that abuses the power of multikicker. The first thing I thought about when I saw Everflowing Chalice was the amazing synergy it had with Martial Coup. I wanted to build a deck that abused this incredible synergy. Lightkeeper of Emeria also seems like a great way to stay in the game against aggressive decks. Here's the list.
I had my friend switch decks to keep things interesting. He decided to play with our Vampire deck, which is a pretty stock list.
I lost the roll and kept Plains, Sejiri Refuge, Halimar Depths, Fieldmist Borderpost, Ponder, Treasure Hunt, and Knight of the White Orchid. My opponent played a Swamp and passed the turn. I drew a Halimar Depths, played my Plains, cast Fieldmist Borderpost, and passed the turn. My opponent played another land and cast Vampire Hexmage. I drew an Everflowing Chalice, played my Plains, cast Knight of the White Orchid, found a Plains, and passed the turn. My opponent cast a Gatekeeper of Malakir with kicker, attacked for 2, and passed the turn. I drew a Journey to Nowhere, cast it on the Hexmage, played Sejiri Refuge, went back to 19, and passed the turn. My opponent attacked for 2 and cast a Vampire Nighthawk, then passed the turn.
I drew a Martial Coup, cast Everflowing Chalice kicked twice, played Halimar Depths leaving Cancel and Mind Spring on top of a Plains, and passed the turn. My opponent drew a fourth land and played Vampire Nocturnus, his top card was a Mind Sludge and I got hit for 8, he went to 24 and I went to 9. I drew the Cancel, cast Martial Coup for five, and passed the turn. My opponent played another Vampire Nighthawk and passed the turn. I drew the Mind Spring, cast Treasure Hunt, flipped up three Plains, Halimar Depths, and a Journey to Nowhere. I played a land and cast Journey to Nowhere on Vampire Nighthawk. I attacked for 5 and passed.
My opponent drew a fifth land and cast Mind Sludge for five, and I discarded all my cards except the Mind Spring. I drew a Plains for my turn, played my land, cast Mind Spring for seven and refilled my hand before attacking for 5. My opponent drew a sixth land and played another Mind Sludge. Luckily for me, I had drawn into the second copy. I discarded the rest of my hand and took my turn. I drew Lightkeeper of Emeria, played Mind Spring for seven again, played a land, attacked for 5, and passed the turn. My opponent played a Vampire Nocturnus and passed. I had an Oblivion Ring in my hand so I decided to take away his only threat and attack for 5 again. I played a land and passed the turn with Cancel up. My opponent tried for a spell and I played Cancel. I drew for my turn and cast Lightkeeper of Emeria kicked seven times. I gained 14 life and was attacking for lethal the next turn, so my opponent conceded.
Sideboarding: -2 Ponder, -2 Cancel, -1 Treasure Hunt, -1 Lightkeeper of Emeria, +4 Devout Lightcaster, +2 Journey to Nowhere.
I kept Halimar Depths, Plains, Sejiri Refuge, Sejiri Refuge, Knight of the White Orchid, Treasure Hunt, and Oblivion Ring. My opponent played a land and cast Duress. He took my Oblivion Ring. I draw a Journey to Nowhere, play a Sejiri Refuge, and passed the turn. My opponent plays a land and cast Bloodghast. I drew an Everflowing Chalice, played Sejiri Refuge, and passed the turn. My opponent attacked me down to twenty, played a land, and cast Vampire Nighthawk. I drew another Treasure Hunt, cast Knight of the White Orchid, found a Plains, played another Plains, cast Journey to Nowhere removing the Nighthawk, and passed the turn. My opponent played a fourth land, cast another Vampire Nighthawk, and passed the turn. I drew an Island, cast Everflowing Chalice for two again, and played Halimar Depths putting a Martial Coup on top of two Plains. My opponent drew, played his fifth land, and cast Malakir Bloodwitch, I lost 3, he attacked with the Nighthawk, and I went to 15.
I drew the Martial Coup, cast it for five, and passed the turn. My opponent played another Malakir Bloodwitch and passed the turn back. I drew a Plains, cast Treasure Hunt, revealed two plains and a Lightkeeper of Emeria, and passed the turn. My opponent attacked for 4 and passed the turn. I drew a Mind Spring, cast Lightkeeper of Emeria kicked five times, went back to 21, and attacked for 5 with my tokens. My opponent played a Vampire Nocturnus and had a Swamp on the top of his library. I drew a Martial Coup, played my land, attacked with everyone, my opponent blocked the Lightkeeper and a token, he took 4 but gained 2. I cast Martial Coup for 8 and passed the turn. My opponent simply passed. I bashed for 8 and refilled my hand with Mind Spring, and my opponent conceded.
This is another exciting deck that abuses the power of multikicker. I hope you all enjoyed my exploration of Worldwake's exciting new keyword.
If you have not had the chance to read the Pro Tour–San Diego coverage I strongly urge all of you to do so. The Top 8 was filled with really exciting decks; There was a White Weenie deck built around Stoneforge Mystic and an Esper deck built around Open the Vaults. Luis Scott-Vargas, probably the best player in the game right now, was playing Cunning Sparkmage with Basilisk Collar! The coverage was really well done and I'm sure you would all enjoy it.