|Commander / EDH||Legal|
Printings View all
Combos Browse all
Whenever you win a coin flip, put a luck counter on Chance Encounter.
At the beginning of your upkeep, if Chance Encounter has ten or more luck counters on it, you win the game.
Price & Acquistion Set Price Alerts
Chance Encounter Discussion
2 months ago
To answer your first question, I think there are two problems in this rule as written.
First, it properly is two different rules combined into one, which is extremely poor (but quite common) statutory construction.
The first rule, on its face, seems easy--going infinite loses all your points. Unfortunately, it's not clear how that is done. Is simply activating the infinite combo enough, even if you do not carry through? Do you have to actually go infinite? From the text it is not exactly clear.
The second rule is a bit more complicated. Personally, I read it to mean you can't simultaneously have 3-4 interactions between multiple cards, based on interpreting "interaction" as how two cards trigger off one another, and the term "at once" to mean all these interactions must occur simultaneously. I read the rule as a method of cutting down on hard-to-explain combos with a considerable number of pieces.
But that's not a 100% perfect reading. You could count the entire combo involving 4-5 cards as a single "interaction." Personally, I don't think that's a correct reading, but I know there are plenty of people who do. Then, "at once" would not mean "while all these items are on the stack" but rather "one after another after another."
The entire thing is extremely vague, fails to define critical terms, and subject to multiple interpretations. Based on my experiences, whoever wrote this has a promising career in local government.
I would recommend determining what you want to prohibit, and then writing your own rules. When it comes to rules, more is more--trying to jam multiple rules into the same paragraph to save space ultimately ends up with unintended consequences.
I think your rule limiting the numbers of use of a combo would do as you intend, without overly limiting deckbuilding.
However, rather than punish someone for playing a deck they want, you can instead reward individuals for thinking outside the box. Since this is a point-based system with achievements, you can simply add some achievements for individuals to strive for, where the points for completing them might justify using a "worse" deck.
For some examples:
Awarding points for using lower-tiered generals from this list: [List - Multiplayer] EDH Generals by Tier.
Points designed for less-played archetypes (Mill, stealing other's creatures).
2 months ago
No matter what you do, this will not be an overly competitive deck. Coin flip mechanics are fairly limited in their distribution and do not tend to be all that powerful in the first place.
3 months ago
Really cool concept and I look forward to playing against this.
And 3-5 more bounce cards and counterspells to keep yourself viable.
I'll try to take another look later.
3 months ago
@Lucky77; Thanks for the compliments, I'm really excited to get this deck built!
Chance Encounter is definitely a card that I considered and want for the deck, however I wasn't willing to pay $15 for a card that's only worth $5. Especially when it's only that much because of a buyout. I may choose to proxy it until the price drops, though.
3 months ago
This is an amazing deck and what I would love to see out of Izzet. One question though: Why are you not running Chance Encounter? It is an extremely powerful card with your commanders and if you can get one, I feel as though you should absolutely play it.
4 months ago
4 months ago
Thanks to all of you! I am currently looking at the cards you suggested, but I dont quite get how Goblin Game works. I had thought of Krark's Thumb but needed a rules clarification: if you have Krark's Thumb and Chance Encounter out, and you get two won coin flips off of Krark's Thumb, will you get one or two luck counters? My guess is one, but hey, who knows? Im also thinking about Mana Clash, and am deciding if I should put it in my deck. Again, thanks!
5 months ago
Hey, check out Second Sun Control to see if this is what you want your deck description to look like.
# <center> Entropic Uprising: New Chaos Reborn, Episode 2: Revenge of the Random Maelstrom</center> # <br><br> <i>"Life cannot be calculated. That's the big mistake our civilization made. We never accepted that randomness is not a mistake in the equation -- it is part of the equation."</i> <p align="right"> - Jeanette Winterson in “<i>The Stone Gods</i>”</p> <br> <center><img src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=420667&type=card"></center> <br><br> <p align="justify">The goal is to only have nonland cards with random effects (i.e. cascade, flip-a-coin, reveal the top card, etc.). This deck aims to be a classic, normal deck: you've got draw, ramp, removal, tutors, threats, recursion, etc. (check the custom categories for more details) but you'll never know how things will work out and if you're gonna end up ahead of the table or not. I however try to ensure nothing goes _against_ you, so I avoid effects like [[Mogg Assassin]] or [[Desperate Gambit]]. There's still a few of them but I try to cut them as time goes by. As MaRo said in [one of his articles](https://magic.wizards.com/en/articles/archive/making-magic/kind-acts-randomness-2009-12-14) about randomness in Magic, I want excitement when I play this deck, not tension.</p> <br> <center> <img src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=380442&type=card" style="display:inline-block;" /> <img src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=152874&type=card" style="display:inline-block;" /> <img src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=433063&type=card" style="display:inline-block;" /> </center> <center> <img src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=413674&type=card" style="display:inline-block;" /> <img src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=414365&type=card" style="display:inline-block;" /> <img src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=426576&type=card" style="display:inline-block;" /> </center> <center> <img src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=369003&type=card" style="display:inline-block;" /> <img src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=366248&type=card" style="display:inline-block;" /> </center> <br> <p align="justify">Keep in mind that this is a gimmicky, casual, multiplayer deck. The curve is high and the chances of winning are really low, but it's always a blast to play. I started this deck in 2011 with [[Ruhan of the Fomori]] at the helm (followed by [[Maelstrom Wanderer]] and now Yidris) so I tried a lot of different things but feel free to suggest cards! I'm not too interested in chaos cards (such as [[Warp World]], [[Scrambleverse]], [[Eye of the Storm]] and the likes) as I want this deck to not be unfun to play against. The mana base is pretty budget as I need my better lands for my other, more serious decks :)</p> <br> <p align="justify">Just FYI, there is a combo that is absolutely on theme with this deck: [[Chance Encounter]] + [[Frenetic Efreet]]. You can activate the Efreet's ability in response to itself as many times as you want (let's say a billion, just to be sure). If you win at least 10 of those flips, you'll have enough counters on Chance Encounter to win at your next upkeep. Even after having won once with it, I ultimately decided to cut it since both cards don't do much when they're not combined. Just be aware that, in a tournament setting, since the ability involved in the combo has a random outcome, you can't shortcut it and just say "I win"; The rules asks you to resolve all those flips, even though after 10 wins, they don't matter. But I guess it's up to the judge to decide :)</p> <br/>
I cleaned the code up a little, separating a block of three cards wrapped in a center tag per line instead of mashing them all together. Three card images when centered is the max that deck descriptions can fit when they're lined up.
Try this out and let me know if it works.