A Stuffy Doll deck purely as a gimmick! Note that this deck is very likely to be not in the least bit viable, and should only be played for laughs. I recommend playing this primarily in multiplayer games where you will sometimes get ignored until you get your mana rolling.
The object of the deck is to force the opponent to beat themselves to death. You are not allowed to attack them, that ruins the fun of the deck (I'm looking at you, Melira, Sylvok Outcast, Quickling, and Voidmage Husher). You are only allowed to hurt them by way of Stuffy Doll. This means that you are forced to use most of your deck as counterspells, bounce and other forms of removal to make sure Stuffy Doll stays in play, or at least to prevent him from being exiled. While ensuring his -cough- safety, you can in the meantime redirect damage from your Stuffy Dolls to use the classic tactic sometimes called "stop hitting yourself".
In this miniguide, the mana symbols next to each card or combo are not the card's CMC(s), but rather tell you what type(s) of mana the card(s) require, while also being stylish bullet points. To follow along with the card choices below, I recommend sorting by custom categories (yes, several of the cards are in multiple categories, I do what I want suckah).
Strategy and Primary Combos - The "MIGHTY VOODOO" Show
Any time you have a
Stuffy Doll and are redirecting all damage you take to it, that will be herein referred to as
"Mighty Voodoo". The following combos are ways this particular deck does it:
Stuffy Doll + Pariah
Stuffy Doll + Pariah's Shield
Stuffy Doll + Valor Made Real (Only lasts one turn, blockable combat damage only)
Everything else in this deck is in it solely to aid these combos! It is in no way meant to be a serious deck!
Counters for Spells and Effects Show
Bounce/Blink (primarily for removing Stuffy Doll from a sticky situation) Show
Mana Curve
This deck's mana curve is painful early on, partially because I eliminated all lands that would cost more than $5 at my local MTG shop. Until you get 3-4 lands out you have nothing. That's part of why I chose the old guildpact "tap for 2 mana" lands as my primary dual coloreds.
Edge of Autumn
was also added to counteract this issue.
Maybeboard Show
Ulvenwald Tracker - Primarily I consider this guy because he's a one drop blocker, but he also can force people to hit themselves once you have your
Mighty Voodoo in play.
Dromoka's Command - Similar to the tracker, I considered this card because it can force fights. For two mana it can do it twice at instant speed, and it has the added benefit of being able to destroy enchantments or counteract a -1/-1 counter ruining your day.
Thanks for reading, I hope you enjoyed this deck idea as much as I did creating it!