TLDR; I made a kitchen table casual, multiplayer deck based around coin flipping and randomness, with a "gambling theme". I don't know what direction to go with it (consistent or inconsistent), and I have a mana problem.
Details:
I made this deck originally to be mostly coin flip for free-for-all. I was stupid enough to spend money and buy a deck I never tested with, so I bought a few pricey cards (anything above $3 is pricey for me since I play with a kitchen table casual group, their decks are mid-tier I would say, effective and probably around $40-$60). But to make a really good coin flip deck, I'd have to buy more than just a few pricey cards. So now I'm just stuck with a few pricey cards I don't want to let go, and not enough of it to make the deck work.
Now, I keep finding newer cards that I want to put in, but have no idea of knowing if I really want them or not. Now with Battlebond coming out, there are even more cards that could fit in! I just don't know what to do.
I do have some ideas though, but I don't know if they're good or not:
> Idea: Go beyond 60 cards, because 60 cards = consistency, whereas the "random" theme I have going on means being more inconsistent.
> Problem: I still have way too many cards. Inconsistency does fit the theme, but there are still cards like Krark's Thumb that I would like to be consistently drawn.
> Idea: Just make this coin flip only deck.
> Problem: Most of the coin flip cards are really expensive (I don't know why), and there are really neat "random" cards that I really want in the deck.
Lastly, another problem of this deck is that fun things like Scrambleverse take an eternity to cast. Especially in a free for all (even a 4 player free for all) takes so long. Plus, half my group is high every time we play so it takes even longer.
Any help is appreciated! Thanks so much, everyone!
If you want to get the most out of your investments cut down to 60 cards, play 4x Chance Encounter and play Blue over Black for Frenetic Efreet. You can respond to its ability with its ability i.e. you can put 800 quadrillion coin flip triggers on the stack which means that you can consistently win the game against any number of adversaries. The rest of your deck doesn't really matter at that point because this will be your go-to win condition and assuming that you add some cantrips/card draw (Squee's Revenge can draw 4 cards for 3 mana). Stitch in Time is also fantastic once you have a Thumb out.
I played it last week in a 3 vs 3 game. Each team has a general at 30 life and two soldiers at 20 life. The game ends when the general of a team dies.
Turn 2: Krark's Thumb
Turn 3: Failed Fiery Gambit
Turn 4: Impulsive Maneuvers (This one saved two damage on my general who was getting hard-pressed by quick decks, he was already at 18 life while the opposing general was untouched).
Turn 5: Fiery Gambit for 6 damage on every opponent, draw 9, untap my lands (2 mana left), play Sol Ring, Fiery Gambit again for 6 damage, draw 9, untap my lands (5 mana left), I could have Forked it but didnt want to push my luck. I then cast two Demigod of Revenge with their damage doubled by Impulsive Maneuvers for a total of 32 damage on their general...game over =) ..I could have cast Glacial Crevasses instead to offer protection for my general for quite a while but I had a chance to go for the kill so I went for it.
The major weakness of this deck is that it has no mana acceleration...I often end up casting Fork on Cultivate or Kodama's Reach though.
Impulsive Maneuvers is very strong...even without the thumb in play, it's a great defensive card. When half their creatures dont deal damage, you only have to block/Skred the ones that can deal damage. And when you have the thumb, the cards is nuts...you have your word to say in every combat. Two maneuvers on the table is also even stronger defensively. Without the thumb, only 1 creature out of 4 will end up dealing damage.
TLDR; I made a kitchen table casual, multiplayer deck based around coin flipping and randomness, with a "gambling theme". I don't know what direction to go with it (consistent or inconsistent), and I have a mana problem.
Details:
I made this deck originally to be mostly coin flip for free-for-all. I was stupid enough to spend money and buy a deck I never tested with, so I bought a few pricey cards (anything above $3 is pricey for me since I play with a kitchen table casual group, their decks are mid-tier I would say, effective and probably around $40-$60). But to make a really good coin flip deck, I'd have to buy more than just a few pricey cards. So now I'm just stuck with a few pricey cards I don't want to let go, and not enough of it to make the deck work.
Now, I keep finding newer cards that I want to put in, but have no idea of knowing if I really want them or not. Now with Battlebond coming out, there are even more cards that could fit in! I just don't know what to do.
I do have some ideas though, but I don't know if they're good or not:
> Idea: Go beyond 60 cards, because 60 cards = consistency, whereas the "random" theme I have going on means being more inconsistent.
> Problem: I still have way too many cards. Inconsistency does fit the theme, but there are still cards like Krark's Thumb that I would like to be consistently drawn.
> Idea: Just make this coin flip only deck.
> Problem: Most of the coin flip cards are really expensive (I don't know why), and there are really neat "random" cards that I really want in the deck.
Lastly, another problem of this deck is that fun things like Scrambleverse take an eternity to cast. Especially in a free for all (even a 4 player free for all) takes so long. Plus, half my group is high every time we play so it takes even longer.
Any help is appreciated! Thanks so much, everyone!
However, Battlebond has cards that might help you.
Zndrsplt, Eye of Wisdom and Okaun, Eye of Chaos.
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Here is my flip deck, if it can give you ideas...it's been faring really well in my games...
4 Demigod of Revenge
2 Combustible Gearhulk
1 Etali, Primal Storm
2 Molten Primordial
Artifacts (5)
1 Sol Ring
4 Krark's Thumb
2 Glacial Crevasses
4 Impulsive Maneuvers
Spells (18)
4 Skred
2 Shattering Spree
4 Fork
1 Wheel of Fortune
4 Fiery Gambit
2 Mob Rule
1 Blasphemous Act
22 Snow-Covered Mountain
I played it last week in a 3 vs 3 game. Each team has a general at 30 life and two soldiers at 20 life. The game ends when the general of a team dies.
Turn 2: Krark's Thumb
Turn 3: Failed Fiery Gambit
Turn 4: Impulsive Maneuvers (This one saved two damage on my general who was getting hard-pressed by quick decks, he was already at 18 life while the opposing general was untouched).
Turn 5: Fiery Gambit for 6 damage on every opponent, draw 9, untap my lands (2 mana left), play Sol Ring, Fiery Gambit again for 6 damage, draw 9, untap my lands (5 mana left), I could have Forked it but didnt want to push my luck. I then cast two Demigod of Revenge with their damage doubled by Impulsive Maneuvers for a total of 32 damage on their general...game over =) ..I could have cast Glacial Crevasses instead to offer protection for my general for quite a while but I had a chance to go for the kill so I went for it.
The major weakness of this deck is that it has no mana acceleration...I often end up casting Fork on Cultivate or Kodama's Reach though.
Impulsive Maneuvers is very strong...even without the thumb in play, it's a great defensive card. When half their creatures dont deal damage, you only have to block/Skred the ones that can deal damage. And when you have the thumb, the cards is nuts...you have your word to say in every combat. Two maneuvers on the table is also even stronger defensively. Without the thumb, only 1 creature out of 4 will end up dealing damage.