From:  [pjw118@york.ac.uk]

Subject: Hazardous Environs (Casual Type 1) - Paul Wardman

The purpose of the deck is to take on a multiplayer game, by hitting every single opponent equally simultaneously. While this is usually suicidal in a multiplayer, this deck can usually deal with the heat it receives. No card in it targets, as that would break the symmetry. It must be noted that it is simple to improve the deck, mostly by means of Cabal Coffers (but I own none), or more life gain, such as Drain Life or Corrupt, but I felt that the gain they would give would be small compared to the loss of theme the deck would suffer. Plus, I don't think it really needs them. True, Demonic Tutor or such like (except Vampiric) would be better, but, again, I own none.

It's quite tricky to play, given that once a Crypt Rats or Pestilence is out, you need to keep as much mana open as possible, but that there are no instants. This leads to careful balancing of playing threats versus threatening mass damage. It manages to hold off 1 player most of the time, but 2 other players usually kill it. Any more than 2 other players is great for it (they rarely threaten it, and it can gain cards and life from them via the Syphon spells). So, after that, here's the decklist and a run down of the cards:

4 Dark Ritual
4 Crypt Rats
4 Pestilence
3 Bubbling Muck
4 Unearth
4 Abyssal Gatekeeper
4 Innocent Blood
4 Syphon Soul
4 Syphon Mind
1 Yawgmoth's Will
1 Death Cloud
2 Diabolic Tutor
21 Swamps

Dark Ritual - A small boost for Crypt Rats and Pestilence late game, or acceleration early on. Note that a first turn Ritual and Crypt Rats is not a sensible play!
Crypt Rats - The powerhouse of the deck. They form most of the player kill, and serve very well to keep creatures off the table, and as a good rattlesnake defence. I have been known to swing with them too!
Pestilence - Back-up Crypt Rats, really. More expensive, and hangs around less, but very useful.
Bubbling - Late game finisher. This really lets you get the last few
points of damage in.
Unearth - Recovers expired Crypt Rats and Gatekeepers later on (very
useful) or cycles if you really need it to Gatekeeper - A fine wall of rattlesnake, and a potential attacker.
Blood - Early game creature kill, or useful just after the
rats have blown up to take down the last few creatures Syphon Soul - The life gainer. It's important to try and keep your life total above your opponents', else you'll die too. Of course, when I play this deck, I don't mind that too much, so long as I've managed to dominate the game.
Syphon Mind - Card draw, that's about it. Plus, they fit the theme too well not to.
Yawgmoth's Will - A finisher. Use an Unearth in the graveyard to get a Crypt Rats back (it's cheaper than casting the rats directly), ritual and bubble your way to victory, or use several Syphon Souls.
Death Cloud - A finisher, or desperate last resort if everything's gone pear shaped.
Tutors - If you absolutely need something, these get it.
Swamps - Let me see... Why do I need these again?

So there it is. Certainly hazardous environs for the opponents, no matter how many. In fact, the more the merrier (for you!).

Paul Wardman
Email: pjw118@york.ac.uk
--
"Suffer the little creatures, for they may yet rise up and beat you senseless."
- Druid's Call, Magic the Gathering.