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Political and Metagaming Cards (Card List)

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A collection of "political" cards, sorted by colour and (approximate) type.

This includes cards which can cause your opponents to fight each other, either by forcing (e.g. goad cards) or encouraging (e.g. with "Curse of" type cards), cards which you can use to make deals with, but also a few cards which are just about decision-making, bluffing, and so on.

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Why play politics?
Multiplayer is inherently political, so whether you like it or not, politics are part of the game.

Note that politics don't need to be about being nice to a player or teaming up to 2v2 or 2v1 people; Magic may be a zero-sum game, but when there are more than two players you can boost your own chances of winning by making a deal which also benefits another player, because it's at the expense of your mutual opponents (that's why targeted deal cards are so much better than "group hugs" - see below).

Of course you don't need to play a politics deck to incorporate a little of it. Many of these cards can slot easily into pretty "normal" decks. And, some of them are just fun!

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Politics vs Group Hug
It's worth a special note here that politics and "group hug" are not the same thing, and consequently I have not included most group hug cards. Group hug is about increasing the resources available to everyone - but you should then be aiming to break the symmetry and benefit from that more, just as you would with a stax deck or a chaos deck. Group hug decks are typically less hated than their opposite numbers the stax decks, because they at least mean that everyone gets to play, and in fact sometimes better as people are less likely to get mana screwed, etc. However they are ultimately upsetting the balance of the game in a way that favours you, and most players will realise that even if they're drawing more cards or playing more lands, they're not actually better off if everyone is doing that too. After all, if everyone's super, then no-one is!

This is where more targeted cards like Humble Defector and even Secret Rendezvous shine. Because they don't benefit all of your opponents, they're effectively giving a handicap to the ones they're not targeting. They also allow you to cut deals, because the people they are benefitting are gaining an actual benefit, not the sort-of-fake one that group hugs offer.

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A previous list of political cards made by someone else can be found here:
https://tappedout.net/mtg-decks/edh-political-cards/
This is pretty good, but I wanted to sort the cards my own way, and by colour.

I've broken cards up into these broad categories:
Deal cards are cards which give an opponent something. Note that almost anything can be used to strike a deal - targeted removal especially, or simply attacking/not attacking someone. However these are cards like Humble Defector or Wrong Turn which more directly benefit people. I mostly haven't included generic beneficial cards which can target an opponent, either (things like Pir's Whim or Kenrith, the Returned King), though these can be excellent dealmaking cards.

Provoke cards encourage or outright force people to attack each other. Usually this means literally attacking with creatures, but Mathas for example fits here too. There are some cards here which introduce something to be fought over (such as Coveted Jewel); people might have to attack you fight, but should then fight each other later. All monarch cards fit here, but I've only really included the notable ones.

Decision cards are all about choices for an opponent. The best of these allow you to bargain (as with deal cards) or bluff. Note that how "political" these cards are depends on how you use them - you may have to persuade someone to make the choice you want. Some of these cards are here just because they're interesting and fun.

Pillowfort cards discourage people from attacking you, and are in this sense the opposite of provoke cards. I haven't included every pillowfort card, only the most common - you can easily look these up elsewhere. Particularly notable inclusions are things like Vindictive Lich or High Priest of Penance which have some threat attached, rather than just Ghostly Prison type stuff.

"The... whole point of the doomsday machine... is lost... if you keep it a secret!"

Threat cards are those with an obvious impact you can activate at any time. These can force people to play around them, but they can also be used for leverage (e.g. "I won't wipe the board so long as you don't attack me!"). Magus of the Wheel is one particularly interesting example as he can be used to help or harm other players depending on the situation.

Aikido cards could really be seen as a subset of pillowfort cards; these are cards that punish people for messing with you. There's a tension here between surprising people with a sudden Imp's Mischief and using them as threats to deter people from attacking you. Perhaps you want to surprise people the first time, and then ominously say "I wonder what ELSE I have in this deck?".

Other is for anything which either didn't fit, or which has some additional use which doesn't fit. For example, Head Games can be used as a bribe to give someone something they want, but it can also be used (as the name implies) just to mess with them or try to manipulate them into acting a certain way (most obviously by giving them stuff that's effective vs your opponents but not so much against you, but you can also lay traps this way, etc).

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The Colours
Every colour has something to offer a politics deck, or has some political cards you can put in an otherwise normal one. There are in fact some cycles like the "Curse of", "Vow of" and "Impetus" cards which cover all colours. There are also many colourless cards which can help a lot. Still, some suit this style better than others.

BLACK as you'd imagine has lots of devious and nasty cards which can be used to threaten or provoke. It's a good colour for this, and very thematic, but probably not the best. Black/Red is a great combination but tends to lean towards cruel tricks more than subtle manipulation.

BLUE is basically the best colour for everything, so it's no surprise to see lots of tricky cards here. A very political deck may well also be quite a controlly deck, so blue suits very well.

RED is actually one of the best colours for political decks. It has a lot of goad cards, if you're going that route, and other things which promote aggression and mayhem. However it also has some great deal cards like Humble Defector.

WHITE features a lot of voting type cards, but actually there's not a lot here which particularly stands out. It also has a lot of the "Advocates" which are good deal cards, but feel a tad generous. However White also offers a lot of great pillowfort effects which go very well with a deck trying to get people to attack each other (and not you).

GREEN is probably the least political colour, though it does have some gems. It has a lot of "group hug" style cards, but many of these are symmetrical so you can't really choose who to help or hinder. I think you would struggle to make a monogreen deck themed entirely around politics, but Green does offer some great multicolour commanders like Edric and Tasigur.

I think you could get away with a monocoloured politics deck (though probably not monogreen), but I'd much rather play 2-3 colours to get the best range of effects.

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Spotlight: Humble Defector
This is rapidly becoming one of my all-time favourite cards, and it aptly illustrates the benefits of targeted "hug" vs group hug. It's very easy to make a deal with a player using this card at least to get it back, yet even when you do that, people tend to feel they owe you. To be fair, they've just gained two cards for nothing. However, you drew cards too, so it's win/win.

Imagine instead if you just used something like a Howling Mine. Nobody thanks you for this, because it benefits everyone (some a bit more than others, maybe, but that's incidentally). Now imagine if you played a card which said "Each opponent draws two. You draw six". Would people say "oh, thanks, really owe you one!" or "oh no they just drew SIX!"? Yet if you use Humble Defector three times on each of three opponents, that's what it boils down to (though it's slower, and you may want to spread it out in order to maximise political benefit).

If you're making deals with people for the cards, too, you can reap even more benefit - at its best, you could effectively negate this card's downside (giving cards to other people, by bargaining for something back in return) at which point this is as powerful as a two-mana "tap to draw two" creature, which is pretty great (especially in monored!).

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Spotlight: Tempt with Discovery
This card looks really cool, but if you think about it a bit, it's maybe not. There's a Command Zone video where they talk about this - if nobody takes the deal, it's a pretty lame ramp spell (compare Hour of Promise or Pir's Whim). Worse, everyone could go and search up a Strip Mine, and then trade them with your best lands.

Think about it a bit more, though, and you realise that the Tragedy of the Commons applies. If someone else plays this, and everyone else is like "no deal"... why wouldn't you take it? OK, you're helping the person who cast it, but it's helping you too, and the people who are suffering are the two who thought they were being smart. And OK, the caster could go search up Urborg, Tomb of Yawgmoth and Cabal Coffers... but you could go grab Cabal Coffers too then, happy days, now you've shot ahead of the other two.

If you're playing one of these cards, it behoves you to make people aware of this fact! Remember: politics cards are about playing the players as much as the cards. Whether the rational choice is to take the deal or not, if you can persuade someone to do so, you're winning. Remind the Boros player that, sure, everyone else is refusing but it's all right for them, they have their own ramp! Your mileage may depend upon your playgroup.

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Spotlight: Council's Judgment
This is just a great removal spell because it exiles without even targeting. However it's also involves a surprisingly complicated bit of Game Theory which a lot of people get wrong. Stop and think it through for a bit.

Here are some facts (assuming a four-player game):

  • The person voting last has the advantage, since they have more information
  • Two votes is enough to tie with anything, so a third vote is always useless
  • You can't exile two or four things belonging to the same person, as they would have to vote for one of them
  • Sometimes you want to vote for someone's less good things, so that they will allow them to be exiled in exchange for being able to vote for something of someone else's

In my experience, this is actually not that great as a politics card, because people are too busy getting confused about the Game Theory aspect of it. But, it is interesting, and also even the floor of a three-mana "exile anything" is pretty great.

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Other links
A political primer on Phelddagriff can be found here:
https://www.mtgnexus.com/viewtopic.php?f=35&t=550
The "100% model" under Political Basics in particular explains a lot about the philosophy of the political deck, as well as why cards like Secret Rendezvous can be secretly good.

A political primer on Mardu (using Talriel as Commander) can be found here:
https://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/490546-tariel-youll-thank-me-for-this
This is a little out of date now, but has some great discussion on politics and the psychology of various plays.

A political primer on Gwafa Hazid in particular can be found here:
https://www.reddit.com/r/EDH/comments/4w5139/gwafa_hazid_friendly_merchant_a_budget_list_and_a/

My own casual Queen Marchesa deck with a political flair can be found here:
https://deckstats.net/decks/159622/1841741-marchesa-queen-of-chaos/en

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