Sonuis
01-27-2004, 11:20 AM
Silly? Yes! Stupid! Absolutely! Does it even work? Somehow, it does. Come on Nick Moore, I know you're tempted to come and peek at one of my crazy stupid decks! Or anyone of you!
Oh, the objective of the deck is not to make a Beatdown attempt, it's to flip coins (hence why I don't use some cards like [Wild Wurm] or [Chaotic Goo] and produce counters on [Chance Encounter] in order to win via the crazy Odyssey Enchantment nobody ever expects to lose by (though has happened!).
Land: 20
20x Mountain
Creatures: 14
4x Mijae Djinn - Arabian Nights/Revised Rare - RRR - Djinn - Whenever ~this~ attacks, flip a coin, if you lose the flip, ~this~ is removed from combat, and comes back tapped. - 6/3
4x Ydwen Efreet - Arabian Nights Rare - RRR - Efreet - Whenever you are attacked, flip a coin. If you lose the flip, ~this~ cannot block. - 3/6
2x Scoria Wurm - Urza's Saga Rare - 4R - Wurm - At the beginning of your upkeep, flip a coin. If you lose the flip, return ~this~ to your hand. - 7/7
2x Viashino Sandswimmer - Urza's Saga Rare - 2RR - Viashino - R: Flip a coin. If you win the flip, return ~this~ to your hand. If you lose the flip, sacrifice ~this~. - 3/2
2x Orcish Captain - Fallen Empires/5th Edition Common - R - Orc - 1: Flip a coin, if you win the flip, target Orc gets +2/+0. If you lose the flip, target Orc gets +0/-2. - 1/1
Enchantments: 10
4x Chance Encounter - Odyssey Rare - 2RR - Whenever you win a coin flip, put a luck counter on ~this~. At the beginning of your upkeep, if ~this~ has 10 or more luck counters on it, you win the game.
4x Goblin Bomb - Tempest Rare - 1R - At the beginning of your upkeep, you may flip a coin. If you win the flip, put a fuse counter on ~this~, if you lose the flip, remove a fuse counter from ~this~. Remove 5 fuse counters and sacrifice ~this~: Deal 20 damage to target player.
2x Planar Chaos - Judgement Uncommon - 2R - At the beginning of your upkeep, flip a coin. If you lose the flip, sacrifice ~this~. Whenever a player plays a spell, he or she flips a coin. If they lose the flip, counter that spell.
Instants: 6
4x Lightning Bolt (Hopefully we should know what this does)
2x Puppet's Verdict - Mercadian Masques Rare - Flip a coin. If you win the flip, destroy creatures power 2 or less. If you lose the flip, destroy creatures power 3 or greater.
Sorceries: 6
4x Fiery Gambit (See Mirrodin)
2x Game of Chaos - Ice Age/5th Edition Rare - RRR - Flip a coin. If you win the flip, you gain one life and your opponent loses one life. The winner of each flip may decide to continue this effect. If this effect is continued, double the life stakes (I.E. A second continuation of this effect would mean +2 life, -2 life. A third, +4 life, -4 life. ETC.)
Artifacts: 4
4x Krark's Thumb (See Mirrodin)
Further reasoning
I think the only thing I should talk about is [Krark's Thumb] specifically. Yes, it is a Legendary Artifact. However, drawing them fast is key, and they create a major distraction from other useful enchantments.
Oh, the objective of the deck is not to make a Beatdown attempt, it's to flip coins (hence why I don't use some cards like [Wild Wurm] or [Chaotic Goo] and produce counters on [Chance Encounter] in order to win via the crazy Odyssey Enchantment nobody ever expects to lose by (though has happened!).
Land: 20
20x Mountain
Creatures: 14
4x Mijae Djinn - Arabian Nights/Revised Rare - RRR - Djinn - Whenever ~this~ attacks, flip a coin, if you lose the flip, ~this~ is removed from combat, and comes back tapped. - 6/3
4x Ydwen Efreet - Arabian Nights Rare - RRR - Efreet - Whenever you are attacked, flip a coin. If you lose the flip, ~this~ cannot block. - 3/6
2x Scoria Wurm - Urza's Saga Rare - 4R - Wurm - At the beginning of your upkeep, flip a coin. If you lose the flip, return ~this~ to your hand. - 7/7
2x Viashino Sandswimmer - Urza's Saga Rare - 2RR - Viashino - R: Flip a coin. If you win the flip, return ~this~ to your hand. If you lose the flip, sacrifice ~this~. - 3/2
2x Orcish Captain - Fallen Empires/5th Edition Common - R - Orc - 1: Flip a coin, if you win the flip, target Orc gets +2/+0. If you lose the flip, target Orc gets +0/-2. - 1/1
Enchantments: 10
4x Chance Encounter - Odyssey Rare - 2RR - Whenever you win a coin flip, put a luck counter on ~this~. At the beginning of your upkeep, if ~this~ has 10 or more luck counters on it, you win the game.
4x Goblin Bomb - Tempest Rare - 1R - At the beginning of your upkeep, you may flip a coin. If you win the flip, put a fuse counter on ~this~, if you lose the flip, remove a fuse counter from ~this~. Remove 5 fuse counters and sacrifice ~this~: Deal 20 damage to target player.
2x Planar Chaos - Judgement Uncommon - 2R - At the beginning of your upkeep, flip a coin. If you lose the flip, sacrifice ~this~. Whenever a player plays a spell, he or she flips a coin. If they lose the flip, counter that spell.
Instants: 6
4x Lightning Bolt (Hopefully we should know what this does)
2x Puppet's Verdict - Mercadian Masques Rare - Flip a coin. If you win the flip, destroy creatures power 2 or less. If you lose the flip, destroy creatures power 3 or greater.
Sorceries: 6
4x Fiery Gambit (See Mirrodin)
2x Game of Chaos - Ice Age/5th Edition Rare - RRR - Flip a coin. If you win the flip, you gain one life and your opponent loses one life. The winner of each flip may decide to continue this effect. If this effect is continued, double the life stakes (I.E. A second continuation of this effect would mean +2 life, -2 life. A third, +4 life, -4 life. ETC.)
Artifacts: 4
4x Krark's Thumb (See Mirrodin)
Further reasoning
I think the only thing I should talk about is [Krark's Thumb] specifically. Yes, it is a Legendary Artifact. However, drawing them fast is key, and they create a major distraction from other useful enchantments.