New Game: Mad Scientist
So, with advent of Epic Experiment I bring you new game concept called Mad Scientist. it requires:
1 Epic Experiment
2 or more players
2d6
a deck that contains 12 instants/sorceries of each colour, and 20 multi-coloured instants/sorceries, and no duplicates of spells (but you can use an epic experiment in the deck and ignore the errata when it comes to having to choose 0 as the casting cost but more on that later)
This is how it goes:
Put a Epic Experiment face up on the table, with a deck of 80 sorceries/instants beside it.
During each player's turn, that player may choose to roll a d6 to purchase the use of the Mad Scientist, the roll of the die is equal to the mana cost of which to pay the Mad Scientist. If a player pays for the Mad Scientist's services then the player rolls 2d6 and uses Epic Experiment and exiles cards equal to the number rolled on the dice from the Mad Scientist's deck. the dice roll is also equal to Converted Mana Cost for the purposes of Epic Experiment's effect.
The spells casted with the Mad Scientist's deck MUST be played and CANNOT be countered, because this is science, not magic, any attempt to alter, copy, or counter spells casted with the Mad Scientist's deck will cause the non-Mad Scientist card to fizzle (ie: Bob casts Reverberate from his hand to copy Time Warp from the Mad Scientist's deck. Bob's spell then fizzles and has no effect, because..."This is SCIENCE YOU FOOLS!!" - Mad Scientist), but cards casted from the Mad Scientist's library may alter, copy, or counter spells casted with any player's spells/permanents where it applies in accordance to the spell's text.
For instances where x is a part of a spell's cmc ignore errata, and play it to the full amount of the dice roll cmc (ie: Little Timmy rolled a 12 on his dice roll and draws a Fireball Little Timmy then uses Fire ball for 11, Where x is equal to 11) Which will allow for the use of an Epic Experiment inside the Mad Scientist's deck.
Once the deck is empty, take the cards in the graveyard and reshuffle them into the Mad Scientist's library. The Mad Scientist can be purchased at any time during a player's turn. Only the player whose turn it is can purchase the Mad Scientist.
A few staple suggestions for cards in the Mad Scientist's Library
Scrambleverse
Time Warp
Sign in Blood
Cultivate
Wrath of God or white equivalent
Epic Experiment
Try it out have some fun, put some ridiculous cards you thought you would never use because of high casting cost, or even because you just thought it was useless/not fitting with your deck(s).
To add balance, or even interest in game play make sure to add some cards that may potentially be harmful, or just bothersome for a player to draw with the Mad Scientist's library. like Fog, Planar Cleansing, or Scrambleverse.
Just to be clear, you cannot use spells casted with the Mad Scientist's deck to affect any spell that was casted with the Mad Scientist's deck. All spells cast with the Mad Scientist's Deck are considered experiments and not spells, so 'experiments' with storm are only affected by the number of 'spells' casted that turn.