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>How to play

This deck is built to be played against the 3 others from "The Fair decks":

Mr. House, President and CEO of the Fair
Myra and the Magnificent Cantrips
The Most Dangerous Gamer (cheater)


You can also play with the optionnal rule (see below).

Optionnal rule: Employees vs. CEO
The Mr. House, President and CEO of the Fair deck can be played against the 3 other employees (Dee Kay, Myra and the Dangerous Gamer). Its objective is to destroy all of its opponents who dare to challenge it !
The employees will work together to defeat the evil CEO and his minions !

This optionnal rule is similar to the fortress mod and can be played in 2 or 3vs1. There are somewhat specific rules for this mod:

-> The employees don't follow the two/three-headed giant rules. They don't share their board, play their own turns and have their own HP pool (40Hp each). They can, however, share about the best strategy to attack and defeat the CEO.

-> The CEO player starts with a base land (or, if possible the Slayers' Stronghold land) in play and its "commander" (Mr. House, President and CEO) is in its special zone called "The Office". When in its office, the CEO can use all of its abilities (that means activated abilities as well) as if it was on the battelfield but cannot be targeted by any spells or abilities. (This special rule is to prevent the CEO to be locked down by three players targetting it at the same time). The CEO player also starts with 60 Hp, draw 7 cards +1 per present employees at his first upkeep and has a maximum hand size of the same amount. The CEO can be cast as a creature from The Office special zone anytime the player could cast it, as per normal commander rules. If it is on the battlefield, it loses all its' protection from "The Office" special zone.

Usually this deck does not play with attractions, but for this rule, if you can, make a stack of attractions (the same as the other decks, you have a list in the sideboard of this deck. Attractions comes in different versions (with different lights lit up). When making your attraction deck, choose only one version (at random is better if you have all versions) for all attractions.) and apply the following rule:

At the beginning of the CEO upkeep roll a D6 (that dice roll is taken into account for the triggered ability of the CEO):

  • 1: "Ok, ok ! Here's your raise !" -> All employees create a treasure token.
  • 2: "I told you to move that stuff !" -> Randomly destroy target artifact an employee control
  • 3: "I don't like the decorations...." -> Randomly destroy target enchantment an employee control
  • 4: "No pets allowed !" -> Randomly destroy target creature an employee control
  • 5: "You owe me everything !" -> All employees lose 1 life and the CEO gain that much life
  • 6: "Hey ! I can do that too !" -> Open an Attraction (see Attractions Rulings above). If you can't, roll the attraction dice twice this turn. If you have no attraction in play, roll the dice again.

If the CEO would defeat one of their employee, they stole all their opened attractions. Because, why not ?

If an employee would destroy the CEO the game ends, but the winning employee will take the CEO role for the next game !

Note: Be aware that those decks were built for fun and fun only. There are some banned cards, and they are not designed to be perfectly balanced against each others. You can make suggestions here if you think that there is something really that terrible, or just change the decks to better match your own tastes. I just hope that you'll enjoy it as much as i do :)

Good luck and Have Fun !


>Specific Rules

Note about Dice Roll
706.6. If a player is instructed to ignore a roll, that roll is considered to have never happened. No abilities trigger because of the ignored roll, and no effects apply to that roll. If that player was instructed to ignore the lowest roll and multiple results are tied for the lowest, the player chooses one of those rolls to be ignored.

That means any triggered ability based on dice results won't work twice on effect that says "roll tow or more dices but ignore the lowest". If you roll more than 2, then it's the lower one that will be ignored and you will have more triggers.

Attractions Rulings

In Constructed games, your Attraction deck must contain at least ten Attraction cards and it must be "Singleton," that is, no more than one card with any specific name (even if they have different text or lights lit up).

When told to open an Attraction, put the top card of your Attraction deck onto the battlefield face up under your control. Each Attraction has lights numbered 1–6 in the lower right corner. In fact, different versions of the same Attraction may have different lights lit up. The number 1 will never be lit up, and the number 6 will always be lit up.

At the beginning of your first main phase on each of your turns, you roll to visit your Attractions by rolling a six-sided die. If the result is lit up on an Attraction you control, you visit that Attraction, causing that Attraction's visit ability to trigger. You visit Attractions only for this special die roll or if a card specifically tells you to roll to visit your Attractions. Other die rolls caused by spells and abilities won't cause visit abilities to trigger.

If an Attraction would leave the battlefield and go to any zone other than exile, it instead goes to the junkyard, the Attraction deck's version of the scrapyard, which is the Contraption deck's version of the graveyard. Things that affect the graveyard do not affect the junkyard. You can exile Attractions just fine.

More informations about unfinity mechanics here


>Changelogs

2024-03-29: clarified some rules about the CEO stuff

2024-03-16: after some playtest, updated some decks to be more specialized and get more synergies with their commander.

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This deck does not appear to be legal in EDH / Commander.

Problems: You must not have more than 15 cards in your sideboard. · Not legal in this format: Jack-in-the-Mox, Mad Science Fair Project, Lobe Lobber, Poultrygeist. · Color identity does not match Commander: Jack-in-the-Mox.

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