My goal with this deck is to pass cards around to my opponents and try to create some fun chaos.

Laboratory Maniac and Nine Lives are some of the win conditions at the moment.

However, while I think there should be a few ways to win, I want to lean more towards giving "strange" cards to my opponents such as Bucknard's Everfull Purse rather than cards that try to completely lock players out of the game like Steel Golem.

My reasoning is that giving every player "only" bad gifts will just have everyone focus on taking me down. By having some strange and even helpful gifts, I want to be able to give good and bad gifts to players based on the situation.

I don't want to leave myself too vulnerable though. That's why cards like Brand are intended to pull control away from permanents if needed. As another example, I could use Wrong Turn to give an attacking creature to another player, removing it from combat.

Body of Knowledge + Cinder Giant or Cinder Giant + Flumph are some neat combos that let me draw some cards if they're both stuck under my control.

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95% Casual

Competitive

Date added 1 year
Last updated 10 months
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

47 - 0 Rares

23 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 3.14
Tokens Elephant 3/3 G, Insect 1/1 UR, Soldier 1/1 W, Treasure
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