So I wanted to make a Group Hug deck, but more than that I wanted to make a deck that uses GRIP OF CHAOS! So I melded the two into a blend of chaos and love. I want equal parts adoration and hatred from my playgroup. And as such I built:
Warp World usually turns out in my favor. Trading things will usually turn out in my favor, esp with the minor sac theme throughout the deck. I would like a bit more control effects or rattlesnakes to keep people away from killing me. Also any fun combos or randomness I missed would be great.
Initial tests show this deck to be a lot more powerful than I thought it would be. It is never first kill material, but can combo out pretty easily. I am liking it overall. Plays politics well. Doesn't die first. Not sure how I want to tune it yet though. Suggestions?
I can explain each "wacky/random" card:
Grand Melee - This is probably the most random card in my deck. I plan to add more rattlesnakes to drive players to attack other people. More attacking equals less creatures and lower life totals. Does a lot or work for me.
Teferi's Puzzle Box- Sifts hands, disrupts tutors, and is amazing with Omen Machine.
Timesifter- Usually only played when I have a sac outlet or am desperate. If you are smart with it, usually an extra 2 turns for you.
Confusion in the Ranks- my creatures are bad and few (for other players) and my permanents have global effects. Double win for me.
Eon Hub- usually in my favor. When I add Planar Chaos it will be much, much stronger.
Grip of Chaos- Looks like a headache right? Well since I usually have one or two shrouded or indestructible creatures it is for my favor for removal. Also it protects my enchantments and artifacts amazingly well.
Wild Evocation- This one is pretty even for all players. I'll try to steal their big stuff.
Gate to the Aether- Almost my whole deck is permanents. One of the most biased cards that look fair in this deck.
Omen Machine- Skip your draws. Amazing. Just shuts down so many decks.
Knowledge Pool- I usually only play it when I can cast it, use it once or twice and sack it. Very unfair.
Goblin Game- People are usually bad with numbers. I read it more of "each player loses 13-15 life. Target greedy player loses 20 life"
Scrambleverse- This one is the best. I am almost always the player with the least non-land perms. and many of mine are global. If I get my sac effects then it is just pure win. I usually play this the turn after everyone but me and the last player are left. They get ready to win. I get ready to split the goods.
Warp World- I have token producers and sorcery retrievers. This is a win con. I usually win the turn I cast it or the following turn.
I don't have one. But also I think the other four players may literally try to choke me to death considering how long that would take.
We only have 2 hours per round.
Update:
So test run in multiplayer lead to 3 wins. Out of three games. Still not sure where I want to go with this. Probably more random effects that are mostly beneficial to me.
Updated as of 3/22/2013
General:
0 Claws of Gix
1 Skullclamp
2 Fellwar Stone
2 Wheel of Fate
2 Howling Mine
2 Mogg War Marshal
2 Lighting Greaves
2 Tunnel Ignus
2 Sundial of the Infinite
3 Magistrate's Veto
3 Temple Bell
3 Loxodon Warhammer
3 Vow of Lightning
3 Priest of Urabrask
3 Price of Glory
4 War's Toll
4 Stranglehold
4 Ib Halfheart, Goblin Tactician
4 Pyrohemia
4 Acorn Catapult
4 Seer's Sundial
4 Balduvian Warlord
4 Wild Ricochet
4 Grand Melee
4 Teferi's Puzzle Box
4 Leyline of Punishment
4 Cosi's Ravager
5 Mirrorworks
5 Emrakul's Hatcher
5 Thermapod
5 Anarchist
5 Magmaw
5 Mindmoil
5 Heretic's Punishment
5 Kazuul, Tyrant of the Cliffs
5 Psychosis Crawler
5 Word of Seizing
5 Confusion in the Ranks
5 Kuldotha Forgemaster
5 Mass Mutiny
6 Grip of Chaos
6 Wild Evocation
6 Gate to the Aether
6 Omen Machine
6 Godo, Bandit Warlord
6 Warstorm Surge
6 Knowledge Pool
6 Soul Conduit
6 Capricious Efreet
6 Ward of Bones
6 Eternity Vessel
7 Thieves' Auction
7 Devastation
8 Avatar of Slaughter
8 Scrambleverse
8 Warp World
8 Insurrection
10 Decree of Annihilation
0 Valakut, the Molten Pinnacle
0 Kher Keep
0 Temple of the False God
0 Mercadian Bazaar
35 Mountain
Warp World usually turns out in my favor. Trading things will usually turn out in my favor, esp with the minor sac theme throughout the deck. I would like a bit more control effects or rattlesnakes to keep people away from killing me. Also any fun combos or randomness I missed would be great.
Initial tests show this deck to be a lot more powerful than I thought it would be. It is never first kill material, but can combo out pretty easily. I am liking it overall. Plays politics well. Doesn't die first. Not sure how I want to tune it yet though. Suggestions?
I can explain each "wacky/random" card:
Grand Melee - This is probably the most random card in my deck. I plan to add more rattlesnakes to drive players to attack other people. More attacking equals less creatures and lower life totals. Does a lot or work for me.
Teferi's Puzzle Box- Sifts hands, disrupts tutors, and is amazing with Omen Machine.
Timesifter- Usually only played when I have a sac outlet or am desperate. If you are smart with it, usually an extra 2 turns for you.
Confusion in the Ranks- my creatures are bad and few (for other players) and my permanents have global effects. Double win for me.
Eon Hub- usually in my favor. When I add Planar Chaos it will be much, much stronger.
Grip of Chaos- Looks like a headache right? Well since I usually have one or two shrouded or indestructible creatures it is for my favor for removal. Also it protects my enchantments and artifacts amazingly well.
Wild Evocation- This one is pretty even for all players. I'll try to steal their big stuff.
Gate to the Aether- Almost my whole deck is permanents. One of the most biased cards that look fair in this deck.
Omen Machine- Skip your draws. Amazing. Just shuts down so many decks.
Knowledge Pool- I usually only play it when I can cast it, use it once or twice and sack it. Very unfair.
Goblin Game- People are usually bad with numbers. I read it more of "each player loses 13-15 life. Target greedy player loses 20 life"
Scrambleverse- This one is the best. I am almost always the player with the least non-land perms. and many of mine are global. If I get my sac effects then it is just pure win. I usually play this the turn after everyone but me and the last player are left. They get ready to win. I get ready to split the goods.
Warp World- I have token producers and sorcery retrievers. This is a win con. I usually win the turn I cast it or the following turn.
WANTS:
So Pro I have an alpha Volcanic Island
http://forums.mtgsalvation.com/showthread.php?t=392928
Modern - Mardu Death's Shadow(needs work)
DnT(mono white cause I had the cards)
Legacy - RUG Delver(almost foiled out)
RG Lands
I don't have one. But also I think the other four players may literally try to choke me to death considering how long that would take.
We only have 2 hours per round.
So Pro I have an alpha Volcanic Island
-1 Anger
+1 Sol Ring
So Pro I have an alpha Volcanic Island
So test run in multiplayer lead to 3 wins. Out of three games. Still not sure where I want to go with this. Probably more random effects that are mostly beneficial to me.
Edited:
- Reroute
- Spellbinder
+ Mirrorworks
+ Soul Conduit
So Pro I have an alpha Volcanic Island
- Grid Monitor
+ Magmaw
So Pro I have an alpha Volcanic Island
New updates!
So Pro I have an alpha Volcanic Island