Myra the Magnificent - The most fun you can have with Unfinity legally in Commander

User avatar
darrenhabib
Posts: 1812
Joined: 4 years ago
Pronoun: Unlisted

Post by darrenhabib » 1 year ago

"Image"

So I've done everything you can do in Commander. I just have. Of course I play with different Commanders who have slight variations and tweaks to ideas, but ultimately it's going to be very similar to a concept that I've already done a hundred times.
I'm starved of new mechanics. So when Unfinity made some of the cards legal for constructed formats and it introduces some new mechanics and ideas, well hey a man needs to get fed! And I haven't been this excited about a deck for over a year now!

Welcome to the greatest show in the Multiverse!
What are the new mechanics?
Attractions are a new type of card that have their own deck. You have to have a minimum of 10 of them in your deck and they have to be singleton. Of note there are 22 of them that are legal for Commander. The Attraction deck has to be shuffled for randomization before game.
If you read the words "open an Attraction" on a card then that means move the top card of the Attraction deck to the battlefield. Attractions are actually artifacts with the subtype "Attraction". At this stage nothing actually happens, but it's now ready for what happens each turn.
At the start of your first main phase you get to roll a 6 sided dice for your Attractions. There are numbers on right side with ones that are specifically colored. You have to roll one of these numbers in order to "visit an Attraction". When you visit an Attraction then it will trigger the ability of the card.
There are actually multiple variants of each of the named cards, but have different numbers that are colored for the purposes of matching the dice roll. However 6 is always featured as a success and 1 is always a failure. You can't have multiple variants of the same named Attraction card in your deck.

Alright so what abilities have we got with Attractions?
Below are the 22 legal for Commander ones and take a browse through to get a feel.

Library Advantages


Graveyard


Creature Tokens


Food and Treasure Tokens


Creatures you control bonuses


Targeting/choosing creatures


Stickers



Alright so there are some natural synergy with say creating 1/1 creatures with Balloon Stand|76539 and Clown Extruder|76545 and then further in the game getting a trigger with Roller Coaster|76604 and Kiddie Coaster|76740 to bump up their attack power and then even say make them unblockable with Merry-Go-Round|76594. Of note you can stack each Attraction to visit, so in this instance you'd want Merry-Go-Round|76594 to fire off first so that while your creatures are still 1/1 they get Horsemanship, then you give them the power bonuses.

Some cards have 2 numbers that you can roll for a success and some have 3.
Roller Coaster|76604 has a better ability than Kiddie Coaster|76740 but it's easier to have a success with the latter with the dice roll.

"Image"
Let's start looking at the context of Attractions with Myra the Magnificent.

Whenever you cast an instant or sorcery spell from your hand, open an Attraction.
This is what is going to get all your Attractions onto the battlefield. The deck is designed to get them all onto the battlefield as quickly as possible to get their bonuses and this is done with very cheap to cast instant and sorcery.
There are 22 of them at one mana, with 14 at two mana and then 8 at three mana. So with the cheap curve you should be able to trigger Myra the Magnificent at least a couple, but more likely several times each turn at the beginning and then ramping up even more.

On the whole the instant and sorcery are between one to three mana, all still providing satisfactory if not great value.
  • There are quality card draw with classic "cantrips".
  • There are also a number of removal cards especially for creatures and artifacts. Bounce spells for all permanent types for tempo or in a pinch.
  • Getting some additional red mana from "rituals" and also High Tide can provide great boosts in mana.
  • There are cheap to cast tutors to get various card types.
  • There are instant and sorcery that can untap Myra the Magnificent. This is another reason you don't want too many expensive cards so that is possible to activate the {X} multiple times in a turn.
  • Choice selection of protection spells. Of note "counter spells" are no good to copy and cast on Attractions as they only trigger at start of your main phase. But they do trigger putting Attractions into play, so are still enablers.



Dice rolling

With the plan to get as many Attractions into play we still want to be "visiting" them with successful dice roles.
There are some cards in the deck that specifically deal with dice rolling. There are 5 that allow you to manipulate the result of the rolls.
Barbarian Class, Wyll, Blade of Frontiers, Pixie Guide all specifically allow you to roll additional dice. And yes if you have multiple of these in play then you can roll an additional dice for each one.
All these cards specifically "ignore the lowest roll" so with the variants of Attractions you specifically want to play the ones with the highest colored numbers. This is super important to the deck, so get trading immediately!

There are some specific exceptions when this "ignore lowest roll" actually will hinder your results when the Attractions only have colored 4 or less only (except the 6 of course). For example if you specifically roll a 4 and 5 exactly for Haunted House|76589 (6-4), then you'll have to ignore the 4 and this will result in a fail. The only cards that fall under this are Hall of Mirrors|76227 (6-4), Haunted House|76589 (6-4), Tunnel of Love|76755 (6-3), Swinging Ship|76689 (6-2) and Story Book|76752 (6-5-2).

Because you are rolling for all your Attractions with one roll, Bamboozling Beeble and Monitor Monitor can be used as another dice roll effect but these actually allow you to choose the result rather specifically ignore lowest roll. So you could use these to avoid the problem with variants only under 5.

Vedalken Squirrel-Whacker is an Unfinity card that works a little different in that it depends on what you rolled for it's stats in the first place. But you have to exchange the numbers and that means that you will lose the high numbers on Vedalken Squirrel-Whacker and it will stop being effective so not worth it imo.

Now you can have a minimum of 10 Attraction cards in your deck. And obviously some are better than others, or might have better synergy with a deck. However because Myra the Magnificent triggers every time you cast an instant or sorcery, you'll actually get a number them into play relatively quickly.

So even though a card like Foam Weapon Kiosk|76573 is one of the weakest due to its ability and only 2 success numbers, you'll still want to play it as another enabler.
The only Attraction that I am not playing is Pick-a-Beeble|76599. The reason is that it'll get sacrificed almost certainly immediately and it really isn't worth using a Myra {X} tap ability for a once off effect potentially.

Of note, if an Attraction leaves the battlefield (except exile) then it goes to a zone "junk yard" which has no way of ever being recovered.
So my recommendation is to play all 21 Attractions as you want as many in play and backups. They are artifacts which there is plenty of removal for in Commander. The last thing you want is to have a mass removal spell happen and then you don't have Attractions left in your deck! In this case quantity is better than quality.



{X}, {T}: Exile target instant or sorcery card with mana value X from your graveyard and choose an Attraction you control that doesn't have a midway counter on it. Put a midway counter on it. Whenever you visit that attraction, copy the exiled card. You may cast the copy without paying its mana cost.

The first thing here is that it's a tap ability, so under normal circumstances you'll only get to do this once a turn. You can see how the bottleneck is how many times you get to do this in a game and not how many Attraction cards you have in play.
You only get to copy and cast the cards you exile if you get a successful roll and thus "visit that Attraction" each turn.
So for the purposes of actually getting a better success rate you'll want to target the Attractions with 3 numbers, if wanting to have those spells be the ones you want to keep recasting.

You need to tap and spend {X} to exile a card in the first place, but once an Attraction has a midway counter you won't have to pay the mana cost. The temptation might be to play some big instant or sorcery hitters so that you can get big benefits in following turns.
Probably the most successful, but most obnoxious for other players is to play extra turn cards. The saving grace for opponents' is that it's not guaranteed infinite as you'll have say a 50/50 chance if you put it on a 3 colored Attraction, but obviously with rolling extra dice this ends up being higher. But I've chosen not to play these as I want to play in more casual circles and not get dragged off to the parking lot for a beat down.

The problem if you have too many midrange-bigger (say 4+ mana) instant or sorcery is that having to tap for {X} in the first place means that you have to tap out low potentially and often you'll still wanting to trigger her getting Attractions into play by casting multiple instant/sorcery every turn.

Bottleneck of tapping Myra the Magnificent
As I've mentioned there are some instant and sorcery to untap Myra the Magnificent and they are; Cerulean Wisps, Shore Up, Dramatic Reversal, Refocus.
If you imagine that you midway counter these to an Attractions then you'll get additional chances to untap Myra each turn.

There is also Magewright's Stone and Thousand-Year Elixir as artifacts to untap Myra the Magnificent. You can see that I've prioritized being able to activate her multiple times in a turn as really this is the main bottleneck of getting the most value from her.
Minamo, School at Water's Edge is a land that can untap her.

One of the more powerful effects in Attractions is Hall of Mirrors|76227. Because there are a number of ways to create token creatures in the deck you should consistently have a number of them to be copies of a creature. In most cases it will be Myra the Magnificent and it specifically avoids them being legendary so they don't die to the legend rule.
This way you can tap all these to exile multiple instant or sorcery in a single turn. This is a really great way to get all your Attractions with exiled cards to copy and cast.
Again this is another good reason to have as many cheap to cast spells as there is only so much {X} you'll be able to spend in a single turn.
I've already mentioned Balloon Stand|76539 and Clown Extruder|76545 as ways to make token creatures, but there is also Young Pyromancer.
Once you've finished with getting all your Attractions with midway counters then you could use Hall of Mirrors|76227 to make all your tokens copies of Young Pyromancer to get additional multiple triggers each turn. If you've played against Najeela, the Blade-Blossom I don't need to explain the power of doubling each time and this isn't per turn, this is doubling each time you get triggers.



Step right up!
What are some of the other better Attractions?
For card advantages the best are Storybook Ride|76752 and Information Booth|76739.
Storybook Ride|76752 has the potential to get tons of triggers to get very deep into your library and the fact that they don't remained exiled (like a lot of these type of card advantage effects normally do) and get put back into library means that you don't have to worry about getting as many triggers as possible.

The graveyard retrieval cards in Trash Bin|76621 and Haunted House|76589 provide good ways to get additional value.
Trash Bin|76621 is random so a little situational on what is returned, but it does have a mill portion and with Myra being able to target cards in graveyard, it does dig you deeper into the deck.

Haunted House|76589 is super powerful if combined with the right creatures. This deck is focused on creatures that help more specifically with Attractions and Stickers, so not looking to cheat in anything dramatic.
You can look to get ETB triggers from say Dockside Extortionist, Spellseeker and Imperial Recruiter each turn.
It's also a nice backup if Myra has been killed numerous times and you just let her go to graveyard and use the Haunted House|76589 to get her back into play each turn if successfully visited.

Tunnel of Love|76755 is an interesting card as it has a couple of modes to choose from. You can either exile creatures to look to get additional ETB triggers or you could look to try and kill an opponents creature. The good thing is that they have to choose first. So maybe to avoid fighting a creature they might pick their biggest creature if it out-matches your biggest creature. The fail safe here is that you can exile them instead.
The ETB creatures of choice in this deck are Dockside Extortionist, Spellseeker and Imperial Recruiter as I already mentioned.
Of note Imperial Recruiter can get every single creature in the deck!


Stickers
Another new feature from Unfinity is Stickers. The deck isn't massively designed around this too much as there aren't actually that many good ways to use them in the legal cards in Izzet colors. White seems to be best to utilize Stickers.
But there are some choice ways to use stickers in the deck.
Basically there are 4 things that you can do. Change the name of a card, give the card additional art, give a card new abilities and give creatures different power and toughness stats.

The way it generally works is that you pick 3 random sheets that you can use in a game from a minimum of 10 that you bring along, which all have to be unique. So yes singleton again. With the randomization it's a little hard to work into a specific synergy consistently.
There are 48 total unique sticker sheets total you can get from boosters.
In order to use some of the better abilities of Stickers you need to use tickets which is a new type of resource denoted by the symbol .



I have chosen the follow ten stickers for this deck that I think best fit the strategies going on. You are only going to get 3 of these sticker sheets and it's going to be a random selection of them, but they all provide some card advantages so you will always have fun no matter which ones you get.

Tap abilities


There are a bunch of {t} abilities and you could just add these ability to your Attractions if needing a card to target.
However you can also put these abilities onto a creature and with the Hall of Mirrors|76227 and all the token creatures you can create in the deck you can really get amazing use out of these Sticker abilities.
But you can put these abilities onto any card, so you can put them onto a land which in general has less removal, or say an enchantment. Yes you can tap an enchantment for an ability :P

Squid Fire Knight|Token|15541 Sticker sheet has the perfect ability for this deck with "{t}: The next time target player would roll one or more dice this turn, instead they roll that many dice plus one, then you choose one of those rolls to ignore.". But in order to be able to put this ability on a card you need at least to spend and you start the game with none.

Eternal Acrobat Toast|Token|15533 has "{t}: Untap another target permanent." which is perfect for untapping Myra the Magnificent to get additional uses of her.
This sticker also has "Whenever this creature deals combat damage to a player, exile target creature you control, then return it to the battlefield under owners control." which you can use to get additional ETB from Dockside Extortionist, Spellseeker or Imperial Recruiter.

Happy Dead Squirrel|Token|15306 has "{t}: Add 2. Only spend this mana to cast non-creature spells." which can help with mana bottlenecks and it might be that you use untap cards like Shore Up, Cerulean Wisps, Refocus to target the creature with this sticker, especially if the are being triggered by an Attraction and you don't need to use Myra tap ability during that turn (or she isn't in play).

You could put these abilities on Grim Monolith and then using the "4 : Untap Grim Monolith." to get additional uses each turn. But it doesn't untap during untap so you'd need to be in a position where you have a lot of mana to pay for all the untaps.
Dramatic Reversal will work for additional uses of these if put on a nonland and especially good if mid counter to an Attraction to get additional untaps each turn.

Whenever creature attacks


There are a number of abilities that trigger "Whenever this creature attacks". With the Attraction Swinging Ship|76689 giving you additional attacks you can get more value from these. Also look to use the Hall of Mirrors|76227 to get multiple triggers each turn.

Familiar Beeble Mascot|Token|15538 has "Whenever this creature attacks, untap target permanent." is great for untapping Myra the Magnificent or land for mana if really needing mana.

Phyrexian Midway Bamboozle|Token|15514 has "Whenever this creature attacks, you get ." which is useful for getting further ability stickers.
This sticker also has an "Undying" ability which could be useful to put on Myra for example to give her a bit more removal resilience.

Playable Delusionary Hydra|Token|15517 has "Whenever this creature attacks, you gain 3 life and draw a card." which is good resource advantage.
This sticker also has "{t}: Draw a card, then discard a card." which you can use to filter through cards and discarding isn't that bad considering you can use Myra graveyard ability.

Other


There are some abilities that trigger when creature dies, so you'll need to specifically target your creatures for these.
Demonic Tourist Laser|Token|15535 has "Whenever this creature dies, you get seven ." which can help to pay for other sticker abilities.
Now just getting once off uses out of these of course not that great, but it is possible that you are getting reuse from Attraction Haunted House|76589 each turn for the trigger.

Elemental Time Flamingo|Token|15556 has "Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life." which means that you can really put opponents under pressure with your go wide token armies in the face of removal.
This sticker also has "Exile this permanent: You may cast target nonland card from your graveyard this turn." which can be used in a clutch moment.

Snazzy Aether Homunculus|Token|15540 has "Magecraft - Whenever you cast or copy an instant or sorcery, draw a card." which not only triggers when you cast spells from your hand, but also when you visit a midway counter Attraction. So this will be an amazing card advantage through the game!

Eldrazi Guacamole Tightrope|Token|15513 has "You may cast this card from your graveyard by paying 2 life in addition to it's other costs." where the main idea is to give it to Myra so that you have a lot of resilience against against removal.
This sticker also "Haste" which is relevant to give to Myra if opponents are using a lot of removal on her and you are using the ability to recast from graveyard you can activate her tap ability on the same turn.
You can of course put this on any card that you want keep recasting. In theory if you had something like a Lotus Petal then you could get one mana for every 2 life you are willing to lose. The deck doesn't have it, but you can put it on Jeweled Lotus if say Myra is in the Command zone with a lot of tax and this should always give you enough mana to recast her multiple times.

Tickets
There is only one way to get in the deck, Command Performance. This obviously isn't a lot of ways, but there are a number of ways to search for this card so you will get opportunities to get resources going. And yes this is the best card in the deck, period. So you will want to search for it at the earliest convenience.
Another card I was contemplating was Wicker Picker, but there are only 13 creatures in the deck, so it wouldn't be a very consistent way to get .

When you midway counter Command Performance to an Attraction and you choose the "Roll to visit your Attractions." mode then you'll get a chance to redo this effect again, as well as the other Attractions. It's possible to string many triggers in a turn with this, if not basically infinite if you use Hall of Mirrors|76227 to copy a dice rolling creature for almost guaranteed successes.
With all these instances of virtual infinites you could go ham with your Stickers and give creatures all the big stats and good abilities.

Name and Art stickers
Being able to put a sticker to change the name of a card or put new art of a card doesn't really do much, but it doesn't cost any so when Costume Shop|76555 triggers you'll always be able to do these at the very least.
Goblin Airbrusher is a card in the deck which you can make treasures with putting art stickers on cards. So at the very least if you trigger Costume Shop|76555 you'll be able to make a couple of Treasures with Goblin Airbrusher in play.

I thought really hard about how the renaming stickers could be effective in some way and I do have a convoluted process, but it's pretty unlikely to really come up that much.
Of note changing the name of a card can potentially get around the "legend rule" as it specifically checks for names.
But if you change the name of "Myra the Magnificent" to "Myra the Magnificent Bamboozle" (or whatever) then if you copy it then you are still going to run into the legend rule. So the only way it's going to work is if you keep a clone Myra and let the real Myra go back to command zone. Then you can rename the clone and then recast Myra and now you can have two copies of her in play but with different names. So obviously you need a lot of mana for this as you'll be recasting Myra and risking more commander tax.
There are 2 clone effects in the deck with Phyrexian Metamorph and Glasspool Mimic.



Copying Attractions
With only 21 Attractions maximum there is potential to actually make copies of existing ones to get more value.
Copy Artifact and Phyrexian Metamorph are ways to copy a single Attraction.
Echo Storm is a way to keep making additional copies each turn if you have a midway counter to an Attraction and get successful visits.

Making use of artifacts
Because Attractions are artifacts and you should be able to flood the board pretty quickly with them, so I'm playing Urza, Lord High Artificer to give you major mana boosts by being able to tap them!

Mass Removal of your Attractions
By far the weakest part of the deck is that your Attractions are artifacts and if they are removed then they are gone forever.
If an opponent casts a Cyclonic Rift then instead of going to hand they go to the "junk yard" which just means you'll never have access to them again.
Also a good Vandalblast overloaded or Hour of Revelation is going to reck you.
So protecting against mass removal is imperative. There are some choice counterspells that should really be used against mass removal rather than smaller inconvenient plays. For example if an opponent uses removal on a single Attraction, I'd likely just let that happen, even if you've got a midway counter on it.
Slobad, Goblin Tinkerer is an onboard way to trade artifacts for another. Of note Clown Extruder|76545 and Concession Stand|76549 produce artifacts that are easily disposable.

It is possible to play Darksteel Forge, but at 9 there isn't a way to cheat it in and you are still susceptible to bounce and exile effects. So for the mean time I'm relying on counterspells instead.


Buying the Unfinity portion of the deck.
The deck doesn't have that many Unfinity cards for your 99, only Myra the Magnificent, Goblin Airbrusher, Command Performance, Bamboozling Beeble, Monitor Monitor which you will be able to purchase as singles at fairly cheap prices.
The Attractions and Stickers can be bought at about 50 cents each and you can choose the variants so you can get these easily.
If you're a Commander player who really doesn't see yourself finding a play group to use the non-Commander legal cards and don't want to purchase Unfinity boosters then this deck is perfect for that.

The stickers are like post-it notes so are designed to be reused each game, but they are bound to get beaten up over time and so you don't want to be stuck (no pun intended) without them in the future.
But in the official rules, if you don't have the actual sticker sheets, you are allowed to write on slips of paper.
I am personally looking to get all 48 Sticker sheets and probably get duplicates as I think you'll want backups as well for collector value.
I'm looking to either stick them to cardboard that I'll cut out and probably laminate, so that I can just place them without ruining them further.



Myra the Magnificent

Commander

Attractions/Stickers (instant/sorcery)

Untap (instant/sorcery)

1 Snap

Mana (instant/sorcery)

Tutors (instant/sorcery)

Enchantments

Approximate Total Cost:

Attractions *please note which variants for optimized deck
Approximate Total Cost:


Last edited by darrenhabib 8 months ago, edited 60 times in total.

Tags:

User avatar
DirkGently
My wins are unconditional
Posts: 4538
Joined: 4 years ago
Pronoun: he / him

Post by DirkGently » 1 year ago

Few quick quibbles:

Afaik all attractions (at least with only 2 hits) have variations for different numbers. Since 1 is always fail and 6 is always hit, there are 4 variations with 2-5 as a hit. So if you're packing "pick higher number" dice roll support, you can use attraction variations that are 5/6 to guarantee not screwing yourself.

Vedalken Squirrel-Whacker exchanges. So if you roll a 6 initially, sweet, but it's not guaranteed 6s for life. If you exchange it, his power or toughness will now be whatever the dice roll was, until you exchange it again. I suspect it won't be that great since once you switch with a bad roll, you aren't that incentivised to switch ever again. Unless you have a irrelevant roll that you don't mind switching with.
Perm Decks
Phelddagrif - Kaervek - Golos - Zirilan

Flux Decks
Gollum - Lobelia - Minthara - Plargg2 - Solphim - Otharri - Graaz - Ratchet - Soundwave - Slicer - Gale - Rootha - Kagemaro - Blorpityblorpboop - Kayla - SliverQueen - Ivy - Falco - Gluntch - Charlatan/Wilson - Garth - Kros - Anthousa - Shigeki - Light-Paws - Lukka - Sefris - Ebondeath - Rokiric - Garth - Nixilis - Grist - Mavinda - Kumano - Nezahal - Mavinda - Plargg - Plargg - Extus - Plargg - Oracle - Kardur - Halvar - Tergrid - Egon - Cosima - Halana+Livio - Jeska+Falthis+Obosh - Yeva - Akiri+Zirda - Lady Sun - Nahiri - Korlash - Overlord+Zirda - Chisei - Athreos2 - Akim - Cazur+Ukkima - Otrimi - Otrimi - Kalamax - Ayli+Lurrus - Clamilton - Gonti - Heliod2 - Ayula - Thassa2 - Gallia - Purphoros2 - Rankle - Uro - Rayami - Gargos - Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif - Liliana - Kaervek - Phelddagrif - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa - Ashling1 - Angus - Arcum - Talrand - Chainer - Higure - Kumano - Scion - Teferi1 - Uyo - Sisters
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote
Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena
Oathbreaker - Wrenn&6

User avatar
darrenhabib
Posts: 1812
Joined: 4 years ago
Pronoun: Unlisted

Post by darrenhabib » 1 year ago

DirkGently wrote:
1 year ago
Few quick quibbles:

Afaik all attractions (at least with only 2 hits) have variations for different numbers. Since 1 is always fail and 6 is always hit, there are 4 variations with 2-5 as a hit. So if you're packing "pick higher number" dice roll support, you can use attraction variations that are 5/6 to guarantee not screwing yourself.
Yes I do mention this in the thread with the paragraph below, but not all Attractions come with the 5/6 variation. Hall of Mirrors, Haunted House and Tunnel of Love only have 2 versions each and the numbers are 4 or below, except the 6.

All these cards specifically "ignore the lowest roll" so with the variants of Attractions you specifically want to play the ones with the highest colored numbers. This is super important to the deck, so get trading immediately!

There are some specific exceptions when this "ignore lowest roll" actually will hinder your results when the Attractions only have colored 4 or less only (except the 6 of course). If you specifically roll a 4 and 5 exactly, then you'll have to ignore the 4 and this will result in a fail. The only cards that fall under this are Hall of Mirrors, Haunted House and Tunnel of Love.

Vedalken Squirrel-Whacker exchanges. So if you roll a 6 initially, sweet, but it's not guaranteed 6s for life. If you exchange it, his power or toughness will now be whatever the dice roll was, until you exchange it again. I suspect it won't be that great since once you switch with a bad roll, you aren't that incentivised to switch ever again. Unless you have a irrelevant roll that you don't mind switching with.
Oh I thought Vedalken Squirrel-Whacker just exchanged the roll itself, but that makes sense otherwise it's completely busted :P

User avatar
DirkGently
My wins are unconditional
Posts: 4538
Joined: 4 years ago
Pronoun: he / him

Post by DirkGently » 1 year ago

Huh, ok I didn't realise about the limited variations for some of the attractions. Good to know.
Perm Decks
Phelddagrif - Kaervek - Golos - Zirilan

Flux Decks
Gollum - Lobelia - Minthara - Plargg2 - Solphim - Otharri - Graaz - Ratchet - Soundwave - Slicer - Gale - Rootha - Kagemaro - Blorpityblorpboop - Kayla - SliverQueen - Ivy - Falco - Gluntch - Charlatan/Wilson - Garth - Kros - Anthousa - Shigeki - Light-Paws - Lukka - Sefris - Ebondeath - Rokiric - Garth - Nixilis - Grist - Mavinda - Kumano - Nezahal - Mavinda - Plargg - Plargg - Extus - Plargg - Oracle - Kardur - Halvar - Tergrid - Egon - Cosima - Halana+Livio - Jeska+Falthis+Obosh - Yeva - Akiri+Zirda - Lady Sun - Nahiri - Korlash - Overlord+Zirda - Chisei - Athreos2 - Akim - Cazur+Ukkima - Otrimi - Otrimi - Kalamax - Ayli+Lurrus - Clamilton - Gonti - Heliod2 - Ayula - Thassa2 - Gallia - Purphoros2 - Rankle - Uro - Rayami - Gargos - Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif - Liliana - Kaervek - Phelddagrif - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa - Ashling1 - Angus - Arcum - Talrand - Chainer - Higure - Kumano - Scion - Teferi1 - Uyo - Sisters
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote
Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena
Oathbreaker - Wrenn&6

User avatar
Hawk
Slayer of Threads
Posts: 1166
Joined: 4 years ago
Pronoun: he / him
Location: Salt Lake City, UT

Post by Hawk » 1 year ago

Cool list! Seems like a blast.

I will note for my own still-theorycraft Wyll, Blade of Frontiers dice roller deck that Brazen Dwarf seems awfully low-impact. In this deck, I suspect it's infinitely worse than just jamming Guttersnipe or Thermo-Alchemist if you want that effect. You could also consider Delina, Wild Mage who can fish for infinity with Wyll/Barbarian Class/Pixie Guide by copying them over and over and over, or just give you ways to generate more Myras for more Midway tokens. Oooh, speaking of - does proliferate work in a positive way with Midway tokens? If so, adding in something like Tezzeret's Gambit might be the ticket. If it doesn't, Irenicus's Vile Duplication might be worth a look as a way to make more and more Myras and/or Wylls.

User avatar
darrenhabib
Posts: 1812
Joined: 4 years ago
Pronoun: Unlisted

Post by darrenhabib » 1 year ago

Hawk wrote:
1 year ago
Cool list! Seems like a blast.

I will note for my own still-theorycraft Wyll, Blade of Frontiers dice roller deck that Brazen Dwarf seems awfully low-impact. In this deck, I suspect it's infinitely worse than just jamming Guttersnipe or Thermo-Alchemist if you want that effect. You could also consider Delina, Wild Mage who can fish for infinity with Wyll/Barbarian Class/Pixie Guide by copying them over and over and over, or just give you ways to generate more Myras for more Midway tokens. Oooh, speaking of - does proliferate work in a positive way with Midway tokens? If so, adding in something like Tezzeret's Gambit might be the ticket. If it doesn't, Irenicus's Vile Duplication might be worth a look as a way to make more and more Myras and/or Wylls.
Thanks :) Actually I expect the Brazen Dwarf to be high performer as the real key to the deck is getting Attractions into play. There are 21 of them and I really do expect to get them all into play with a 4 to 5 turn span. 21 damage each turn sounds pretty good.
Now of course this is in a perfect world, no removal, etc, etc, but there is so much going on in this deck with getting additional triggers that there are tons of paths to get these types of results. TBH I almost don't want win more effects as I want games to go on, and the fact is that Attractions have their own win conditions, you don't need any of your 99 to actually finish games. But I do think for the sake of players knowing what is possible that Brazen Dwarf is a must answer for opponents as the game goes on.

Delina, Wild Mage looks like a fun card!

No proliferate won't do anything with midway counters, its basically just a way to mark that Attraction so that it can't be used again for another instant or sorcery.

Irenicus's Vile Duplication is definitely a solid option, I was looking at copy creature/artifact instant and sorcery for shenanigan's when building the deck and this would be one of the better ones.

User avatar
darrenhabib
Posts: 1812
Joined: 4 years ago
Pronoun: Unlisted

Post by darrenhabib » 1 year ago

All 48 of the Stickers have been spoiled so I've selected 10 that I think best fit what is going on with the deck in general and I have added them and explanations with the thread if you want to know how you can get more fun out of your Unfinity themed decks.

User avatar
DirkGently
My wins are unconditional
Posts: 4538
Joined: 4 years ago
Pronoun: he / him

Post by DirkGently » 1 year ago

darrenhabib wrote:
1 year ago
Thanks :) Actually I expect the Brazen Dwarf to be high performer as the real key to the deck is getting Attractions into play. There are 21 of them and I really do expect to get them all into play with a 4 to 5 turn span. 21 damage each turn sounds pretty good.
I'm pretty sure you only roll one die no matter how many attractions you have active, and then visit all the ones that have that die roll lit up. So you'd only ever deal 1 damage.
Perm Decks
Phelddagrif - Kaervek - Golos - Zirilan

Flux Decks
Gollum - Lobelia - Minthara - Plargg2 - Solphim - Otharri - Graaz - Ratchet - Soundwave - Slicer - Gale - Rootha - Kagemaro - Blorpityblorpboop - Kayla - SliverQueen - Ivy - Falco - Gluntch - Charlatan/Wilson - Garth - Kros - Anthousa - Shigeki - Light-Paws - Lukka - Sefris - Ebondeath - Rokiric - Garth - Nixilis - Grist - Mavinda - Kumano - Nezahal - Mavinda - Plargg - Plargg - Extus - Plargg - Oracle - Kardur - Halvar - Tergrid - Egon - Cosima - Halana+Livio - Jeska+Falthis+Obosh - Yeva - Akiri+Zirda - Lady Sun - Nahiri - Korlash - Overlord+Zirda - Chisei - Athreos2 - Akim - Cazur+Ukkima - Otrimi - Otrimi - Kalamax - Ayli+Lurrus - Clamilton - Gonti - Heliod2 - Ayula - Thassa2 - Gallia - Purphoros2 - Rankle - Uro - Rayami - Gargos - Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif - Liliana - Kaervek - Phelddagrif - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa - Ashling1 - Angus - Arcum - Talrand - Chainer - Higure - Kumano - Scion - Teferi1 - Uyo - Sisters
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote
Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena
Oathbreaker - Wrenn&6

User avatar
darrenhabib
Posts: 1812
Joined: 4 years ago
Pronoun: Unlisted

Post by darrenhabib » 1 year ago

DirkGently wrote:
1 year ago
darrenhabib wrote:
1 year ago
Thanks :) Actually I expect the Brazen Dwarf to be high performer as the real key to the deck is getting Attractions into play. There are 21 of them and I really do expect to get them all into play with a 4 to 5 turn span. 21 damage each turn sounds pretty good.
I'm pretty sure you only roll one die no matter how many attractions you have active, and then visit all the ones that have that die roll lit up. So you'd only ever deal 1 damage.
See this is why feed back is so good lol. Yeah you are right only one role needed for all Attractions, which is actually super nice as the reality of rolling dice that many times isn't that appealing.
This makes Bamboozling Beeble and Monitor Monitor actually super great in the deck!
The "Squid Fire Knight" sticker sheet has "{t}: The next time target player would roll one or more dice this turn, instead they roll that many dice plus one, then you choose one of those rolls to ignore." and so originally with my thought of having to roll with each Attraction I didn't think this was particularly powerful, but now it's another all-star.
I decided to take out the Vedalken Squirrel-Whacker because it really doesn't help on subsequent turns.

I've taken out the Magewright's Stone and Thousand-Year Elixir and instead Tolaria West can get Minamo, School at Water's Edge for additional untaps.
The deck can function around cards like Stony Silence and Collector Ouphe so I thought might as well just rely on the other methods, rather than adding more artifacts to the deck.

Added Spellseeker because I really want to get the Command Performance going and it's another enabler for ETB with Haunted House, Tunnel of Love and the Sticker "Eternal Acrobat Toast" which has "Whenever this creature deals combat damage to a player, exile target creature you control, then return it to the battlefield under owners control."


Post Reply Previous topicNext topic

Return to “Decklists”