All players win?

Deck Help forum

Posted on Oct. 5, 2018, 12:35 p.m. by amenos42

Suppose I'm building a hardcore grouphug deck. Rather than trying to be nice to everyone and somehow segue that into winning alone, I actually want to create a situation where all players win the game simultaneously.

I haven't seen a card that explicitly says, "All players win the game" or "the game ends in a tie." Can anyone think of a combo that might produce this effect?

DragonKing90 says... #2

its impossible for all players to win. the best you can do is make the game end in a draw. just go to the gatherer and do a search for cards whose rules text state "each player".

October 5, 2018 12:39 p.m.

Rzepkanut says... #3

The closest we have is everyone losing the game at once including you. Hurricane effects are good at this.

October 5, 2018 12:55 p.m.

Boza says... #4

Divine Intervention literally ends the game in a tie. It is actually a good card! Maybe run black, so you can run Vampire Hexmage for the instant draw.

Celestial Convergence requires you to have two players with the same lifetotal, but still ends the game in a draw.

October 5, 2018 1:34 p.m. Edited.

Will361405 says... #5

Actually there is a card that can end the game in a draw Divine Intervention is the only one I know of.

October 5, 2018 1:34 p.m.

Will361405 says... #6

Jinx LOL

October 5, 2018 1:35 p.m.

Boza says... #7

Additionally, you can run cards like Lich, copy it several times, Donate one to each player, then cast something like Reverent Silence.

October 5, 2018 1:38 p.m.

Boza says... #8

If you want to end the game in a spicy way Neverending Torment + Hive Mind is the way to go after grouphugging for the rest of the game.

October 5, 2018 1:46 p.m.

Caerwyn says... #9

Boza - that will not result in a draw, but rather the active player winning the game. Lich creates a triggered ability. All the Liches will be destroyed, then the triggers will be put on the stack in APNAP order. Since the Active Player's is put on the stack first, it will be the last to resolve, which means all the remaining players would have lost the game already.

I'd also highly recommend against Epic + Hive Mind. It's not a fun interaction, and your friends will, justifiably, be angry that you're keeping them from playing their decks.

October 5, 2018 2 p.m.

Flooremoji says... #10

Enchanted Evening with a certain cat I don't remember will draw the game, the deck 'diplomatic immunity' has that combo.

October 5, 2018 2:23 p.m.

Homelessguy says... #11

Rite of Replication + Zedruu the Greathearted + Laboratory Maniac

With enough Mana to give each player a laboratory maniac and then a way to deck everybody out at the same time.

October 5, 2018 4:29 p.m.

Homelessguy says... #12

Funkydiscogod sorry I didn't even read the comments.

October 5, 2018 4:31 p.m.

amenos42 says... #13

Thanks for the help, folks. Sorry I forgot about this thread for so long.

Divine Intervention is the answer I like best, so far. I think the answer I really needed was this: if all players win or lose simultaneously, the game ends in a draw. The "grouphug victory" question, therefore, is actually more like, "What are some interesting ways to make the game end in a draw?" To narrow it down, I might suggest that mono-White and Bant decks are probably most suited to grouphug, thematically speaking. In EDH, Arcades, the Strategist + Sterling Grove -> Divine Intervention would probably be fun... for me. I mean, if you declare that your objective is to make the game end in a draw... and you do that... then you won, right? Sorta?

BTW, here are the rules regarding draws:

Using a spoil block cause it's long Show

So anyway, let me suggest a new topic for this thread: What are some interesting, fun, or efficient ways to make the game end in a draw?

As an aside, there could be a political element to it. You could play Divine Intervention, then kill all the players who refuse to grouphug. That way, only the peaceful players get to enjoy the "alliance victory."

February 21, 2019 7:51 p.m.

amenos42 says... #14

Here's an example I just thought of. It's pretty absurd.

  1. Play Prototype Portal and imprint Isochron Scepter . (Actually, you only need two Isochron Scepters, so you can copy it however you want.)
  2. Make two copies of Isochron Scepter. Imprint one with Dramatic Reversal and another with Reward the Faithful
  3. Add some mana rocks to the mix, then cast Dramatic Reversal and Reward the Faithful infinite times, causing all players to gain infinite life. Alternatively, target only the players willing to grouphug.
  4. Smirk and insist that everybody agree to a draw.
February 21, 2019 8:10 p.m.

Ohnoeszz says... #15

So.... I recently made a fairly trollish deck that kind of sounds like what you are doing.

https://tappedout.net/mtg-decks/advocate-of-peace/

The goal here is to dimplomatically keep everyone alive through fog and trickery while stacking out protective pieces like greater auramancy and karmic justice....

Eventually you land a tie game combo: - Platinum Angel/Angel's Grace + Transcendence - Stuffy Doll (naming myself) + Pariah on stuffy doll

Either of those create a stack that can't be stopped without removal and put the game into a state where it cannot proceed - hence a tie.

There's little I like more than congratulating my playgroup on our success in overcoming hate to work together in friendship towards a communal point of satisfaction from which we can egress with no casualties. They love me.

March 6, 2019 7:37 p.m.

x0100011010x says... #16

I think that trying to get to a draw through Divine Intervention (clearly how the card is intended to work) is not nearly as interesting as actually trying to make every player win (which would require obviously doing something unintended)

Za above figured out a way to make every player lose the game, which is very related but different imo.

I am sure that "legally" there is some resolution order to this combo I describe below. However, I think it is much more interesting and would be much more surprised than someone just playing Divine Intervention

Most "you win" card (in this ) triggers on upkeep or end step, so you couldn't share that victory.

Halo Fountain, Helix' Pinnacle, and Maze's End all let a player win through an ability. But abilities go on the stack and I am not aware (I also didn't even look it up though) of anything that lets you copy abilities for other players.

on yourself, then or Thassa's Oracle would work. Approach of the Second Sun has an annoying clause which prevents copies of it from working for other players. Unfortunately, Coalition Victory would require you giving the other player control of 3-4 creatures and 3-4 lands, so is infeasible. Thassa's Oracle might work if you get their deck down to zero cards (a way is described below), or a few if they have blue.

Twenty-Toed Toad notably lets you win in your attack step. I'm unsure how you would have multiple players attacking in one step. However, I was reviewing all the cards in the link above, and if you cast Ramses, Assassin Lord; enchant Twenty-Toed Toad to be an Assassin; have your opponent gain control of Twenty-Toed Toad (like with and then destroying it, give them 20 +1/+1 counters, and your opponent attacks you: They would win, so you would lose, and you had previously controlled the Assassin Toad, who attacked you this turn, so Ramses makes you win.

Giving everyone Jace, Wielder of Mysteries; or Laboratory Maniac, or copies of them; then casting and giving copies of them; and then casting something like Burning Inquiry[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=191096] should also work I think. You could have two of Jace/Maniac and cast two to get that to happen. This route allows even more than 2 players to win.

I mean, if you declare that your objective is to make the game end in a draw... and you do that... then you won, right? Sorta?

If I pulled off either above combo, I would not feel sorta? good, I would feel like I just shattered a fundamental assumption all planeswalkers have made since before the Eldrazi were found, and rejoice

March 8, 2025 7:16 p.m.

x0100011010x says... #17

I think that trying to get to a draw through Divine Intervention (clearly how the card is intended to work) is not nearly as interesting as actually trying to make every player win (which would require obviously doing something unintended)

Za above figured out a way to make every player lose the game, which is very related but different imo.

I am sure that "legally" there is some resolution order to this combo I describe below. However, I think it is much more interesting and would be much more surprised than someone just playing Divine Intervention

Most "you win" card (in this article https://draftsim.com/you-win-the-game-mtg/ ) triggers on upkeep or end step, so you couldn't share that victory.

Halo Fountain, Helix Pinnacle, and Maze's Endfoil all let a player win through an ability. But abilities go on the stack and I am not aware (I also didn't even look it up though) of anything that lets you copy abilities for other players.

Curse of Echoes on yourself, then Coalition Victory or Thassa's Oracle would work. Approach of the Second Sun has an annoying clause which prevents copies of it from working for other players. Unfortunately, Coalition Victory would require you giving the other player control of 3-4 creatures and 3-4 lands, so is infeasible. Thassa's Oracle might work if you get their deck down to zero cards (a way is described below), or a few if they have blue.

Twenty-Toed Toad notably lets you win in your attack step. I'm unsure how you would have multiple players attacking in one step. However, I was reviewing all the cards in the link above, and if you cast Ramses, Assassin Lord; enchant Twenty-Toed Toad to be an Assassin; have your opponent gain control of Twenty-Toed Toad (like with Custody Battle and then destroying it, give them 20 +1/+1 counters, and your opponent attacks you: They would win, so you would lose, and you had previously controlled the Assassin Toad, who attacked you this turn, so Ramses makes you win.

Giving everyone Jace, Wielder of Mysteries; or Laboratory Maniac, or copies of them; then casting Leveler and giving copies of them; and then casting something like Burning Inquiry should also work I think. You could have two of Jace/Maniac and cast two Fractured Identity to get that to happen. This route allows even more than 2 players to win.

I mean, if you declare that your objective is to make the game end in a draw... and you do that... then you won, right? Sorta?

If I pulled off either above combo, I would not feel sorta? good, I would feel like I just shattered a fundamental assumption all planeswalkers have made since before the Eldrazi were found, and rejoice

March 8, 2025 7:21 p.m.

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