Sideboard


Maybeboard


Rome wasn't built in a day and neither was New Vegas: Hotel, Casino, Amusement Park, and Gambling Den

Everyone wants to roll dice with Mr. House, President and CEO and that is....a facade for this deck. Dice-rolling is going to primarily be done with attractions with the occasional Lightfoot Rogue, Chaos Dragon, and Quick Fixer trigger. There's a little bit of depth to this deck that lie further in the city of New Vegas. Here in the Mojave Wasteland, we can only find solace and entertainment wherever we can. Looking inwards from the outside, we see the many flashing lights of the neon signs and the raucous laughter of the many patrons who have come to spend many a bottlecap all day long. Yet, there's a flipside to the festivities; dimly-lit streets, deafening silence, and an occasional red dot hovering on your forehead. Gambling isn't the only thing on the agenda here, and here are the different avenues that many find themselves wandering down during their visit.

Attractions are the main focus of this deck. Deadbeat Attendant, Rad Rascal, Step Right Up and others are your ways to open attractions. These attractions are going to be your more consistent ways to get dice rolling with Mr. House out. If you can, try to open as many attractions up as possible to get more possibilities for effects and interactions. Having Xenosquirrels and Night Shift of the Living Dead will help you fudge rolls if something lands either on a 5, which you can bump up to a 6 to capitalize on Mr. House's best outcome, and visit every attraction open all at once, or even take a 3 and either bump it up to a 4 to get a 3/3 robot from Mr. House or kock it down to a 2 to hit every attraction you have with a 2 for the visit result.

Eventually, you might want to throw out Revel in Riches to show that the gambling does have a purpose. Cards like Big Score and Bottle-Cap Blast are going to be quick treasure generation to, hopefully, get you to the ten treasure threshold to win you the game. The House always....something, right?

There is a combat-centric win con with this deck. Lieutenant Legion Loyalist and Sentinel Sarah Lyons can act as the assault leaders of the robot strike force by giving first strike and trample for the former, and +2/+2 from the latter. In the running for additional police and security support, I've included Scribe Frontline Medic and Odric, Lunarch Marshal as potential game-enders in the sideboard, if you would like to add in some extra versatility. Odric, in particular, can spread other keywords to other creatures such as the indestructibility from Final Showdown, flying from Chaos Dragon or visiting Balloon Stand, and even from Monoxa, Midway Manager should you choose to include her in the deck too.

I've included some robot helpers in the form of Flamewar, Brash Veteran   and Starscream, Power Hungry   to help the curve, give extra firepower to the Skynet Police Force, and add in some extra effects of their own. Flamewar is meant to help rummage through the deck and provide a "new hand" when things are looking a little dry. Starscream is meant to be the quickest way to introduce the monarchy to the game. I, personally, love the idea of having the two Transfomers impart their keyword abilities unto Odric to give to the rest of the Force.

The big game-enders are going to be to get anthem effects from Sentinel Sarah Lyons, Shared Animosity, and The Broken Sky   so you can swing with a great many robots. Shared animosity will especially shine through since it gives +1/+0 to each creature for every other creature that shares a creature type with it. Continuously pumping out Mr. House guard bots and the attraction-based clown robots will build that number real fast. Having two 3/3 robots from Mr. House and three 1/1 white clown robots from Clowning Around, for example, will yield an additional +4/+0 to each one of those robots, should they all attack together with Shared Animosity out. This can loosely be called a "hidden commander" for the functionality of the police force here, but it's really just the robots that do all of the work.

I've thrown in some monarchy and siege cards to add a little bit of spice to the wasteland here. Court of Locthwain, Court of Ire, and Court of Ambition are strong timers to advance the game, but they also instill mutiny and bloodlust by introducing the Burger King crown into the mix. Palace Jailer and Throne of the High City are additional Burger King crown options.

Two of the battles are really there for the flipsides if they can manage to flip. Invasion of Tolvada   is a solid recursion tool to either bring back an employee to open another attraction or bring in a member from the police force for that sweet, sweet riot control. When flipped, the robot, employee, spirit, and bird tokens you may have on the field gain an additional +1/+0 for a slight boost in damage. Invasion of Fiora   is a board wipe in its own right that transforms into its own card draw engine, especially when combined with the Burger King crown and security measures.

The other two battles have some real merit on their front sides: Invasion of Kaldheim   gives a quick hand refresh, and Invasion of Gobakhan   can help to delay an opponent's bomb from going off by adding an additional 2 generic mana tax or making a potential threat known to the table.

Invasion of Gobakhan's backside, Lightshield Array   is especially helpful here. The static effect allows for a pump of unpunished attackers (who cares about pie-shaped clown robots, right?) by putting a +1/+1 counter on creatures that attacked that turn. Defensively, you can sacrifice it for a white version of Heroic Intervention, granting hexproof and indestructibility to either block everything or watch the securitrons run over your opponents. Gotta protect Mr. President, you know?

My recommendation for the attractions is just to get nearly all of the EDH-legal cards that just kind of hang out on the field but have some helpful effects, such as an O-Ring or an extra balloon token when rolled. Remember that you can tap them for Improvise costs, which may merit the inclusion of Organic Extinction, especially to swarm with robots in the late game. If your group allows it, I find that including Centrifuge in the Attraction deck would make for a wild time. I find that getting the dice values to visit attractions should probably match as best as possible so that rolling a 2 is just as effective as rolling a 6, visiting everything you have opened. In that regard, you run a higher risk but yield a higher reward, moreso rewarding if you can get a fixer for your rolls to either bump your rolls up or down onto the field. This kind of debauchery is why I don't recommend putting in Barbarian Class or Wyll, Blade of Frontiers. By this logic, I've also attempted to maximize rewards for rolling low: Complaints Clerk gives a 1/1 clown robot on a 1, but you might weigh the reward of hitting a 2 and possibly shift it down. On the one hand, getting all of those attraction effects on a 2 is tempting, but a clown robot is part of the battalion strategy. The flexibility is there and you have options.

My final thoughts on this deck: I wanted to build a Mr. House deck that didn't just throw out the dice-doubling (advantage) cards and throw d20's across the table. I wanted to get into the theme of being in New Vegas and attempt to build an attraction deck. Lately, I've been more focused on building decks that are entertaining to pilot and funny to watch, even as an opponent to this deck. It's slow to start, but the deck does build up in the midgame.

Suggestions

Updates Add

Comments

91% Casual

Competitive

Date added 9 months
Last updated 9 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

42 - 5 Rares

18 - 5 Uncommons

22 - 7 Commons

Cards 100
Avg. CMC 2.97
Tokens Balloon 1/1 R, Clown Robot 1/1 W, Robot 3/3 C, Spirit 1/1 WB, Monarch Emblem, Treasure, Zombie Employee 2/2 B
Votes
Ignored suggestions
Shared with
Views