So... I started out building a fun deck that would focus on flipping
coins. While it's fun to play, I think it's probably one of the worst decks
I've ever made. I've playtested it and the deck is simply going in too
many directions at once. It tries multiple victory conditions and lacks
focus. It's also really slow and takes a while to get going. This deck is
the classic case of what looked cool on paper and didn't translate once
shuffled up! Here's the deck:
So this deck was built to win through either Goblin Bomb, Chance Encounter, or damage from Djinns / big flippy creatures. Out of the three ways to win, Chance Encounter is the
least reliable. It costs 4 to cast, then you have to flip ten more coins.
I'm planning on cutting this because it feels like you'd need a very defensive
deck to get this wincon to work reliably. Aleatory, the minotaurs, and orcish captains were put in there for chance so those will probably be cut as well.
Ideally, I would like to make this deck a bit faster and have some early game presence or at least defense. It also sorely lacks removal.
The goblin bomb, thumb, proliferate works pretty well but I feel like I might need more defense
to pull this off reliably.
I actually like the Djinns in here. Mijae Djinn is a pretty good deal as a defender and ydwen is an undercosted attacker.
When I have the thumb out, you can prettymuch use these however you want.
Stitch in time is a great card in this deck. The artifact lands are there for the Shrapnel Blast. It might need more blasts. Volt Charge seems pretty good too.
Finally, the deck has land problems. The Boilerworks probably need to go since they really slow things down. This is more of a budget / fun deck and
so while I realize that duals / shocklands would improve the deck, I'm not sure
it's worth the effort. If you have any cheaper land suggestions/tuning, feel free to let me know!
So I'm interested in tuning this deck without scrapping the theme in order to:
1. Making the deck a bit faster
2. Making the deck more consistent/ cohesive (proliferate etc.)
3. Better Defense / Removal
4. Tuning the mana
Frenetic Efreet plus the chance encounters (which I would run 4 of) you are already running is an instant win. It works by stacking his flip trigger infinite times. You get to flip as many coins as you want before anything resolves. You may want to consider him.
Frenetic Sliver does the same thing for you, so you've got a couple cards to ask about when trading.
It does not. Note how the Sliver's flip is conditional. You only get to flip if it's on the battlefield. -> You can activate it 1'000'000 times, but after the first resolves the Sliver is either dead or exiled and the remaining 999'999 abilities resolve, see no Sliver and do nothing.
Efreet Flips the coin no matter what. Abilitiy put on the stack -> flip. You can even respond to removal with another 1'000'000 activations.
Tho it is recommended to stay below 1'000'000...
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Frenetic Efreet plus the chance encounters (which I would run 4 of) you are already running is an instant win. It works by stacking his flip trigger infinite times. You get to flip as many coins as you want before anything resolves. You may want to consider him.
Sounds like I might want to dedicate a separate deck just to chance encounter / efreet if I go this route. Could do mostly defense, walls, counters,etc. trying to get the two card combo out. The thumb with all the flipping seems more entertaining though!
If you're not going the Efreet route here, Mana Clash is a good way to build up some flips on Encounter.
Actually, this doesn't work. Mana Clash cares about whether the flip comes up heads or tails, not whether someone wins the flip. The game only considers you to have won a flip if the effect that causes you to flip a coin cares about whether you win the flip.
Quote from "Comprehensive Rules" »
705.2. To flip a coin for an object that cares whether the coin comes up heads or tails, each affected player flips a coin without making a call. No player wins or loses this kind of flip.
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coins. While it's fun to play, I think it's probably one of the worst decks
I've ever made. I've playtested it and the deck is simply going in too
many directions at once. It tries multiple victory conditions and lacks
focus. It's also really slow and takes a while to get going. This deck is
the classic case of what looked cool on paper and didn't translate once
shuffled up! Here's the deck:
4 Mijae Djinn
1 Ydwen Efreet
2 Karplusan Minotaurs
3 Orcish Captains
2 Fog Bank
1 Viral Drake
1 Molten Sentry
1 Dominus of Fealty
4 Krark's Thumb
2 Bottle of Suleiman
2 Wirefly Hive
1 Throne of Geth
1 Contagion Clasp
-------Enchantments-----
2 chance encounter
3 goblin bomb
-------Spells-------
3 Stitch in Time
2 Shrapnel Blast
2 Volt Charge
2 Aleatory
4 Great Furnace
2 Seat of the Synod
4 Izzet Guildgate
4 Izzet Boilerworks
6 Mountain
2 Island
2 Buried Ruin
So this deck was built to win through either Goblin Bomb,
Chance Encounter, or damage from Djinns / big flippy creatures. Out of the three ways to win, Chance Encounter is the
least reliable. It costs 4 to cast, then you have to flip ten more coins.
I'm planning on cutting this because it feels like you'd need a very defensive
deck to get this wincon to work reliably. Aleatory, the minotaurs, and orcish captains were put in there for chance so those will probably be cut as well.
Ideally, I would like to make this deck a bit faster and have some early game presence or at least defense. It also sorely lacks removal.
The goblin bomb, thumb, proliferate works pretty well but I feel like I might need more defense
to pull this off reliably.
I actually like the Djinns in here. Mijae Djinn is a pretty good deal as a defender and ydwen is an undercosted attacker.
When I have the thumb out, you can prettymuch use these however you want.
Stitch in time is a great card in this deck. The artifact lands are there for the Shrapnel Blast. It might need more blasts. Volt Charge seems pretty good too.
Finally, the deck has land problems. The Boilerworks probably need to go since they really slow things down. This is more of a budget / fun deck and
so while I realize that duals / shocklands would improve the deck, I'm not sure
it's worth the effort. If you have any cheaper land suggestions/tuning, feel free to let me know!
So I'm interested in tuning this deck without scrapping the theme in order to:
1. Making the deck a bit faster
2. Making the deck more consistent/ cohesive (proliferate etc.)
3. Better Defense / Removal
4. Tuning the mana
Thanks in advance!
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It does not. Note how the Sliver's flip is conditional. You only get to flip if it's on the battlefield. -> You can activate it 1'000'000 times, but after the first resolves the Sliver is either dead or exiled and the remaining 999'999 abilities resolve, see no Sliver and do nothing.
Efreet Flips the coin no matter what. Abilitiy put on the stack -> flip. You can even respond to removal with another 1'000'000 activations.
Tho it is recommended to stay below 1'000'000...
Sounds like I might want to dedicate a separate deck just to chance encounter / efreet if I go this route. Could do mostly defense, walls, counters,etc. trying to get the two card combo out. The thumb with all the flipping seems more entertaining though!
EDH Decks
RGMarhault Elsdragon (A Touch of Rampage)RG
GWTrostani, Early Bird (Wurm Tribal)GW
RWAgrus Kos, Bumbat Drinkin' BadassRW
RDiaochan, Hateful BeautyR
If you're not going the Efreet route here, Mana Clash is a good way to build up some flips on Encounter.
Oh, and Planar Chaos is nasty when you have a Thumb out. They curve right into each other too.
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