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Heads or Tails?! Making drastic plays at the likelihood of self-harm, that's what Double or Nothing is all about. There's a chance. . a chance. . Do you feel lucky? A slight theme of the deck is rooted in slavery, but gambling and addiction are at the heart of this janky mess I call perfection. Depending who you ask all three go hand-in-hand.
Creatures of choice are mythologies biggest punching bags; Ogres and Cyclopes, not for Tribal purposes mind you. See, Magic the Gathering never did much for our dooey man-eaters. Kazuul's Toll Collector is one of the few exceptions to the rule and can be lethal early-on with enough equipment scattered on the board, likewise with Madrush Cyclops, while a little pricy can scale the board in our favor. Drawing a Revenge of the Hunted for turn too is very fun regardless what you have down, even a Drooling Ogre looks scary when it's gonna stompity STOMP.
A lot of late-game power lies in the various Legendary Creatures. Obeka, Brute Chronologist is among the best with her end turn ability, which cancels out many the decks negative abilities. Don't wanna lose the game from Summoner's Pact? end the turn. Song of Creation trying to discard your cards? you know it baby cakes, END THE TURN!
Then we have all these disgusting spells inbetween. Maybe we won't lose the game and instead draw seven cards thanks to Stunning Reversal. And why not try and get another turn with Stitch in Time, the odds are even after all.
Double or Nothing is a very flawed and ugly deck, much like our monstrosities that roam within the sleeves. That doesn't mean you won't have fun causing mischief.
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