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Prismatic Slot Machine - Every Game Is Different

Commander / EDH

DrJaMiN


  • Bracket 3 Deck -

Are you tired of games feeling the same? With the Prismatic Slot Machine you can relive the feeling of discovering new and interesting interactions that don’t commonly occur.

Reject the crutch of using non-land tutors and top deck manipulation. We have something more fun, polymorph cards and more Prismatic Bridge type effects.

Embrace chance with notorious “chaos” cards, but don’t be fooled, we’re still playing to win. Every chaos card does have the chance to hurt us, but that’s a critical element that makes gambling fun. Overall the odds are absolutely in our favor due to how the deck has been constructed to run on autopilot to set up the board, then it’s just a matter of piecing together a win.

So how do we win then? That’s the fun part for you to discover on your own. Multiple cards can serve as self contained win-cons depending on the scenario. There are some multi-card, sorcery speed combos too. When all else fails we’ve got enough Timmy creatures to gradually or unexpectedly overwhelm our opponents.

Why aren’t there more protection cards for Prismatic Bridge and our board state? The more you value something the more it’s going to hurt when it gets removed and more importantly we want to slow the and down as much as possible, that means most slots that could be used for protection are instead being allocated to more chaotic and restrictive things to throw things out of balance. We’re going to repeatedly punch ourselves in the face while also screwing up everyone else’s plans. The chaos cards ARE our protection effects. They prolong the game through disruption.

Who in their right mind is going to use early spot removal on Prismatic Bridge when you might get Gluntch as your first drop? A Debbie Downer that’s who. And if they do remove Bridge just follow it up with a more disruptive enchantment like Grip of Chaos to REALLY make them regret wasting that removal.

Although Prismatic Bridge is obviously a threat just by being a major value piece, we blunt much of the typical negative attention by not using any non-land tutors or top deck manipulation. We’re also avoiding using “typical” Stax strategies that are easily telegraphed and make for unpleasant games. Instead we’re adding new rules to the board to give or force players into new options. Each chaos card is like a new minigame on top of the board state. We’re not trying to take away our opponents’ agency like Stax typically would, so no Drannith Magistrate even though it would form a lock with a couple of our cards. If anything we want to give them too much agency, like an actual comical amount of decisions to make.

The combination of overloading your opponents’ brains while putting seemingly random but intentionally synergistic nonsense onto the board is how you’ll win.

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96% Casual

Competitive