MTG: Creating an Unstoppable Coin Flip Deck
Want to build a deck like no one has ever seen before? With these cards, your opponent’s luck will have run out.
Through out the history of Magic The Gathering, there have been cards that revolve around chance. Cards that you flip coins for have always been nothing more than a novelty. Why use cards that might not even work? What if you lose the coin flip? Well, with this deck I’m going to show you, you’ll beat the odds and your opponent!
(All pictures used in this article came from www.magiccards.info)
Well, let’s start off by talking about the three staple cards of this deck. Those three cards are Krark’s Thumb, Chance Encounter, and Mirror Gallery. Krark’s Thumb allows you to flip two coins for every one coin you would flip, then keep the flip of your choice. This just doubles your chances of getting the desired result. It only costs 2 mana! What a bargain! An easy play on the second turn. Now, Chance Encounter is just awesome. Once this card is out, your victory is almost assured. Almost every card in this deck revovles around flipping coins, so in just a few turns you’ll win. I’ve won the turn I played this card in fact. Every time you win a flip, you put a luck counter on it. Once you have ten luck counters, you win the game! It’s that simple! Finally, there is Mirror Gallery. Mirror Gallery isn’t required for this deck, but it can give you the most amazing thing in all of MTG- and infinite combo. Mirror Gallery makes the “legend rule” not apply. This allows you to have two Krark’s Thumbs in play. This means that you will have infinite coin flips. In other words, you’ll always win your flips, no matter what. You see, for the first coin you flip, one Krark’s Thumb triggers. Then, for each of the coins you flip with the first Krark’s Thumb, the second one flips two more, the they bounce off each other an infinite number of times. Very cool.
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For this deck, what you want is cards that flip coins every turn. The best cards for this are Goblin Bomb, Karplusan Minotaur, and Chaotic Goo. Goblin Bomb scares your opponent to death. Most likely they will waste a Disenchant on it and your Chance Encounter will remain safe. Nothing scares someone more than lethal damage. The mana cost is very low as well, so you can put this in play on the second turn. Also, since flipping a coin is a “may” ability, you can choose not to once you have five counters on it. I once played a multiplayer game and held everyone hostage, saying that the first person to attack me I would kill with Goblin Bomb. A very useful tactic. Karplusan Minotaur is a good way to chip away at your opponent’s life and creatures. Also, since it only deals one damage, it isn’t likely to backfire on you. You would have to lose many coin flips in a row to have Karplusan Minotaur kill you. Plus, if you’re playing well you’ll have Krark’s Thumb in play. Chaotic Goo is just incredible. Basically, it comes into play as a decent 3/3, but can grow into an unstoppable beast. One thing to remember, the point of these cards, beyond being amazing, is that you’ll be flipping coins every turn. If you have Chance Encounter out, in no time win the game.



Alright, now let’s talk about some giant monsters that are almost unfair. The cards are Mijae Djinn and Ydwen Efreet. Mijae Djinn is a 6/3. You have to flip a coin to see if it can attack. If you lose, it simply becomes tapped. Ydwen Efreet is a 3/6. You have to flip a coin to see if it can block. If you lose, it becomes tapped. Now, you can choose to use these cards as they were designed, or switch it up! Use Mijae Djinn to block and Ydwen Efreet to attack. A 3/6 isn’t going to die, and anything blocked by a 6/3 will be toast! These cards almost work better doing the opposite of what they were made to do. Plus, they only cost 3! How incredible!


Now for those few cards that can be used for infinite coin flips. The two cards are Game of Chaos and Fiery Gambit. Game of Chaos allows you to attempt to gain one life and your opponent loses one life. If you lose, your opponent gains one life and you lose one. The winner can choose to repeat this process and the stakes are doubled each time. This card can be useful in a pinch. If you have to Krark’s Thumbs out you have infinte flips. Therefore, you can drain your opponen’t life to zero and you gain tons of life. You can easily rack up a bunch of counters on Chance Encounter if nothing else. Now, the problem with this is that you can lose. If your opponent wins a few, then your luck could run out! However, Fiery Gambit is much safer if you’re just trying to put counters on Chance Encounter. Fiery Gambit allows you to flip any number of coins. Depending on how many flips you win, certain things happen. Unlike Game of Chaos, if you lose a flip, nothing happens except Fiery Gambit becomes useless. Either way, I reccomend having both in your deck.


Now, sometimes the problem with this deck is that you need Krark’s Thumb or Chance Encounter, but don’t have it in your hand. What I’m about to show you is a little mini-combo that will let you search your deck for whatever card you want. The combo needs Pitchstone Wall and Gamble. Pitchstone Wall is a good enough card, being a 2/5 wall for only 3 mana. However, it becomes much more useful when you use Gamble. Gamble allows you to search your deck for any card, without revealing it, and put it into your hand. However, then you must discard a card at random. If you have Pitchstone Wall though, then you can keep the card you want and simply sacrifice Pitchstone Wall. Even without Pitchstone Wall, Gamble can be useful; it just require a little more luck.


Now that I’ve shown you all the important cards for this deck, I wanted to show you some of my personal favorites. These are essentially more good cards. This list includes: Crooked Scales, Mogg Assassin, Planar Chaos, and Puppet’s Verdict. Crooked Scales is a good way to take out troublesome creatures. You get to flip to see if you destroy target opponent’s creature or target creature you control. The best part is that you can reflip the coin if you pay 3 mana. Risky, but a very valuable card. Mogg Assassin is similar to Crooked Scales, but it costs less mana and is more risky. You can tap it to flip a coin. If you win the flip, you get to destroy target creature an opponent controls. If you lose, you must destroy target creature you control (of an opponent’s choice). Cheaper, but more risky. Planar Chaos is really cool because it gives you the chance to counter all your opponent’s spells. Each player must flip a coin when they attempt to play a spell. If they lose the flip, the spell is countered. This includes you, but with Krark’s Thumb you should be fine. The only downside is that you have to flip a coin at the beginning of your upkeep. If you lose, you must sacrifice Planar Chaos. Finally, there is Puppet’s Verdict. This card is fun. The best case scenario is if you have Krark’s Thumb in play and you flip one coin heads and one coin tails. You can wipe out your opponents creatures without any problem.




Well, those are the basics. There are plenty of other good coin flipping cards out there, though I figure these are the only ones you really need. As for filler creatures, I reccomend walls that have high defense and low mana costs. This deck is basically defensive. Now that you know the power of coin flipping I only have one thing to tell you… Good luck!
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5 Comments
Stray, posted this comment on Apr 17th, 2009
Only problem is this, the multiple krark’s thumbs don’t make for infinite flips. Rather, it results in multiplying the flips there are. 2 krarks = 4 flips, 3 is 8 and 4 is 16 flips. While this isn’t infinite, this is still a significant amount of fate manipulation
some guy, posted this comment on May 7th, 2009
Moreover, if it WERE an infinite combo, that’d be bad. The game would never end, you wouldn’t win. You only win in your upkeep.
kylre, posted this comment on Jul 9th, 2009
no… i think it is infinite, cuz wouldnt 2 krarks thumbs make it so whenever you flip the second coin enabled by the first krarks thumb you flip two more? and for each of those two you have to flip two more coins and so on. becuase it says if you would flip a coin flip two instead. so each extra coin flip generated by krarks makes you flip two more and then they just keep doubling. doubling seasons works similarly
i, posted this comment on Aug 24th, 2009
your saying that since its says every time you flip a coin flip 2 more youll have and ifinit amount from having 2 thumbs out well in that case the extra one you flip you get from one thumb out gets and extra 2 and those both get an extra 2 so just having one out would be infinit flips
i think haveing 2 thumbs out gets 4 flips and 3 gets 8 flips and it keeps doubling besides if you cant get one good flip with 4 trys you fail at life anyways…












poop, posted this comment on Mar 9th, 2009
poop