Sideboard


Maybeboard


Version 3 brings some further refinements. I highly recommend using the XXX-5 (or -X5) printings of Common and Uncommon attractions, as their Visit values tend toward the higher side of the scale; this synergizes with our dieroll fixers, and aligns their Visit values w/ those of Ferris Wheel and Storybook Ride, which we want to visit every turn they're available. Basically, if your Common/Uncommon attractions aren't [5,6] or [4,5,6], you're using the wrong attractions.

THE RIDE NEVER ENDS If you plan on putting Time Warp on the Midway (and you definitely should Time Warp on the Midway), understand that, even with dieroll fixers, you aren't guaranteed to hit it, and that Normal Distribution is in the room with you every time you try your luck. This deck was built with the understanding that taking that additional turn should be fun and powerful. This deck was designed to make hitting that extra turn feel great, without relying on it to actually win.

At its base, an extra turn is a cantrip that untaps everything. Myra is cool with that. This allows us to play Myra (even on a slow curve), untap, drop a land, cast Time Warp, and end your turn, which effectively gives Myra an attraction, a valid Midway target in grave, enough mana to attach that target to your attraction. That is to say, the "same turn" you cast Time Warp, you have the chance to cast it again. This isn't always the best play, of course, since you won't always have the freedom to spend a full five mana on Myra's effect, but if you've set up with dieroll fixers and have a good attraction, why not?

The previous build required an Infinite > Labman or Infinite > Grapeshot/Brainfreeze to secure a win, otherwise winning off of the assumption that opponents will scoop as soon as you start your extra turns, rather than waiting to see if you can actually do something with it. Trust me when I say, fizzling is a big risk when we tie value to dierolls. Instead, This deck prefers to use its extra turns and free spells visits to generate tempo. We aren't necessarily trying for a big storm for game, although it's certrainly possible; instead, we're trying to make consistent progress each time we untap, so that every piece of value we do find is multiplied significantly by our setup.

The attractions deck (10 card sideboard) has been focused to this playstyle. Most attractions will either net you value when they're rolled, or buff your creatures, with the exception of Ferris Wheel, which (provided you're fixing your dierolls) can trap a hilarious number of creatures via extra turns and visit rolls. A notable change from V2 is the replacement of Tunnel of Love and Haunted House with Roller Coaster and Kiddie Coaster. This is to help further focus our "bad" attractions toward combat buffs, and Kiddie Coaster has the added benefit of a third visit value. Additionally, Tunnel of Love only has a 2-6 printing, which synergises far worse with dieroll fixers than Rollercoaster's available 5-6 printing. The extra combat steps and AoE buffs are really nice, too, when we take into account how rare or expensive these are outside of White. With attractions, we get them for free, assuming we can make our own luck.

As we refocus toward Tempo, we expand on our token vibes. Iconoclast, Young Pyro, Sky Summoner, and the like love visiting the theme park. They trigger off our Midway spells. They get extra combat phases. Their tokens gain horsemanship. Please understand: this is very good. Put your removal spells on these combat attractions; they'll help clear a path to swing. And make sure your take your creatures to the Merry-Go-Round first, because they might not want to ride it after they've been on the rollercoasters.

Before we close up, I'd like to thank the 14 people who've checked out V2 since I posted it. I've been grinding the shit out of this build, and I'm really excited to see it come together. I've been excited to build this since Unfinity's release, and finally putting in the legwork has been hugely satisfying. We're definitely at a "ship of theseus" point from the original netdeck (credit to Daenen.) Format restrictions, especially those observed by my local play community, necessitated certain changes from the original build. Of course, these changes necessitated a complete reworking of turns 1-3, which turned this into a Cantrips deck, which necessitated further change. Lands became mana rocks and cost reducers, and most of the fancier, more expensive extra turn cards got ditched. I definitely plan to make further changes, but I'm happy with what I've got. Have fun with V3.

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Date added 2 weeks
Last updated 2 weeks
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

30 - 4 Rares

22 - 3 Uncommons

25 - 3 Commons

Cards 100
Avg. CMC 2.76
Tokens City's Blessing, Clown Robot 1/1 W, Construct 0/0 C, Copy Clone, Drake 2/2 U, Elemental 1/1 R, Fractal 0/0 GU, Goblin 1/1 R, Soldier 1/1 C, Treasure
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