Card Decision ChoicesMana acceleration/Fixing: Pretty obvious, card choices I think very little explaining to do here. Although I will say many people don’t consider using
trinket mage to fetch a
Sol Ring or Bauble.
Draw: Nothing special here.
Removal & Counter: These removal/Counter spells are intended to protect casting of my Win Con (
Fling). Had considered adding some
Unsummon like effects here instantly bounce my commander to save him if needed or bounce a would be blocker. Unfortunately, I never really made room for those spells.
Flip: I tried to pick spells & and creatures that aren’t overly annoying for my opponents. Had considered
Planar Chaos, but decided against it. Each flip card included has a winner and loser, and so should trigger either commander’s ability.
Fling: Self-explanatory.
Tutor: Again possibly fetching items for more acceleration or equipment to improve Okaun’s doubling.
Swinging: Equipment that improves Okaun’s combat prowess. I chose to stick with at least +3 attack weapons to reduce the amount of successful coin flips needed.
Normally, starting at 3, (one flip) 6, (two flips) 12, (three flips) 24 but… if he has at least +3 already then it looks like this 6, (one flip) 12, (two flips) 24, (three flips) 48.
I do feel like I need some more protection for my commanders like with
Swiftfoot Boots, but just didn’t really find a card I wanted replace to include them.
Supporting: All the card choices here are just meant to help increase the odds of me surviving a normal game long enough to get my combo off. This was the hardest section of the deck for me to select/build/nail down. I like the “attack somewhere else” cards, and the recursion cards brining instants and sorceries to be cast again. The summons a creature token on casting cards were added because I’m hurting on creatures currently. Overall, I’m not very confident in these choices/selections.
Again thank you!