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A LUCKY deck (ft. Unstable Set) (Casual)

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DICE DECK (ft. Unstable Set)

>Introduction

I think it's crucial to briefly clarify the goals of my deck building to better understand what are the choices that led me to choose a certain type of cards, instead of others. My MTG experience started back in 2003 when I bought my very first deck and since then I slowly improved my knowledge in the game mechanics and decks building. I always played for fun against friends and so my ultimate goal is having good time together. This viewpoint drastically limits my Magic deck building experience to non-tournament only, but it definitely has its own benefits in money saved and a much wider card choice I can pick from.

Said so, these non-written rules apply to all my decks and lead to good games more often than not.
The cards must:

  • contain an unique game mechanics
  • have a good sinergy,
  • avoid infinite combos.

Devour and Landfall are two examples of good game mechanics, +1/+1 Counters and Tribal are too: sinergy improves the overall deck gameplan and focus more on the play and less on the single cards. Perfect sinergy means that no matter what card I draw this turn, I'm sure it will fit my strategy. A deck based on a crazy-powerful card naturally shrinks the strategy to focus on that card only, worsening the overall deck mechanics and enjoyment. Infinite combos are the nemesi of good games: play them to win, or lose otherwise. I don't like them, there's no point in having one into my for-fun decks.

Deck Mechanics

Dice rolling was formerly not part of the official Magic rules but had been used in in Unglued/Unstable sets and proved to be unpopular. The mechanics was later reintroduced in Adventures in the Forgotten Realms, it gained popularity and became more appealing with the release of new cards. Since then, I always wanted to build a deck around As Luck Would Have It because it has all the features to be a fun mechanics and a very enjoyable win condition.

The enchantment is the main deck winning condition, as it exploit every card that roll one or more dice: once we rolled a cumulative result of 100, we win the game. Statistically speaking: a d20 rolls an average result of 10.5, implying that the deck wins after 10 dice rolls, on average. It means that we can play defensive, spells-wise, trying to control the board in such a way that it’s progressively easier to roll the dice. On this regard, Krark's Other Thumb and Pixie Guide drastically increase the number of dice rolled at once, extracting the most out of each spell we cast. Please note that their effects do stack so we may roll 3 additional dice for each die rolled, increasing the deck efficiency and consistency. In this way, it’s more effective to use mana-fixing permanents like Component Pouch and cast defensive board control spells like Myrkul's Edict and Power of Persuasion to support our small creatures like Sylvan Shepherd and Lightfoot Rogue to roll additional dice.

Alternative winning conditions involve Hydradoodle and Jumbo Imp which only roll d6 but may become quite big and can hit hard thanks to their trample/flying abilities. It must be said that these two creatures are more useful as defensive meat

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These are the all the revisions of this deck. Click on a revision to view the deck as it looked back then.
  Compare Revision Created By
» Revision 23 September 1, 2023 Federico Rosano
Revision 22 July 4, 2023 Federico Rosano
Revision 21 November 20, 2022 Federico Rosano
Revision 20 November 20, 2022 Federico Rosano
Revision 19 October 18, 2022 Federico Rosano
Revision 17 August 29, 2022 Federico Rosano
Revision 9 September 22, 2021 Federico Rosano
Revision 6 October 9, 2020 Federico Rosano
Revision 5 January 25, 2020 Federico Rosano
Revision 4 August 10, 2019 Federico Rosano
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