Wizards of the Kitchentable: TurboFog
When I was in college, my friends and I used to come together on Friday evenings and play Magic at the kitchen-table of whoever was hosting that evening. The evenings pretty much always had the same recipe: play some Legacy while drinking beer. After a few beers, the number of misplays became too high, and we'd switch to casual free-for-all multiplayers. Nowadays, we still try to have these Friday nights together, but since real life has caught up, they are unfortunately far less frequent. However, over these past years, we've created a lot of casual multiplayer decks. In this new article series, I am going to discuss some of these decks. This first instance is posted as trial: since this article is non-finance related, we'd like to know if you enjoy these kind of articles. Meaning that every type of feedback is greatly appreciated!
In our playgroup, we have a few unwritten rules about our multiplayer decks:
- They should be fun. If a deck it too overpowered or too prison-y, it should be amended.
- We adhere to the Legacy ban list. However, occasionally we do allow a card as 1-off from the Legacy ban list, and there's even one deck where we allow a single
Unglued card.
For this first article, I figured I'd take a deck I play nowadays myself. It's based on the Turbo Fog archetype we used to see in Standard in 2013. I always thought it was fun to try to make a multiplayer variant. The result I'm playing now is as follows, but it had a few different forms before ending up here.
The idea of the deck is to play artifacts and enchantments that forces players to draw extra cards each turn and making them mill themselves. Cards like
Fogging attacks
The problem in multiplayer, is that you might need multiple fog effects before your next turn. Our playgroup consists of 5 players, so chances are you need more to survive. In the first iteration of the deck, I used to play
I've always loved and played
In multiplayer games, it's worth it to play
Winconditions
Our main win condition is to mill everyone, however I don't want to run out of cards myself, so I play a single
The second win condition comes from
How does it play?
I like this deck. Because everyone is drawing a lot of cards, and making extra land drops, it speeds up the game, but makes games very reactive. Everyone's strategies are deployed faster, and everyone always have the best cards in hand, making games hilarious. Games can become so delightfully absurd that we have to keep two dice in the middle of the table: one indicating the number of cards to draw and the second the number of land drops you can make. The metagame in our group also adjusted to this deck, where all of the sudden decks spawned that focus more on direct damage, rather than attacks, to get around some of the fog effects, the
The deck certainly has a fun factor, but also can derail games, since spells are being flung everywhere all the time.
Usually when I play against creature based decks, I have a pretty good matchup. As long as I can draw sufficient cards and find more and more fog effects, I can take a few hits the first few turns while I set up
Future changes
To be honest,
What do you think about this deck? Fun? Not fun? Do you think there are better options for future improvements? Let me know on Twitter. Also, I'd love to get feedback on this article and whether you would like to see it turned into a monthly series.

Arjen
Arjen has been playing Magic since the Ice Age set released. He primarily plays Legacy format and founded MTGStocks over a decade ago when he and his friends wanted to track card prices to purchase singles at optimal times.










