









Overview:
This is an Attractions-focused deck built around The Most Dangerous Gamer, utilizing dice rolling and +1/+1 counter synergies as secondary themes. The deck aims to generate value through Attractions while building up its commander through counter synergies.
Primer:
The deck's primary gameplan revolves around opening Attractions through various triggers, particularly from the commander and other creatures like Quick Fixer and Deadbeat Attendant. As Attractions are opened, the commander grows larger through +1/+1 counters, and claiming prizes allows for targeted permanent removal. This is supplemented by a +1/+1 counter sub-theme with cards like Hardened Scales and various enchantments that support counter growth.
The deck operates on multiple axes, combining dice rolling effects with counter manipulation and Attraction-based value generation. The strategy typically involves establishing early board presence through Employee creatures that open Attractions, then leveraging those Attractions alongside counter-growing effects to create threatening board states. The inclusion of cards like Whispersilk Cloak and Fear helps make the commander more difficult to block, while various protection pieces help maintain board presence.
Weaknesses:
The deck is heavily reliant on its commander for its primary strategy and lacks robust protection for key pieces. Board wipes are particularly devastating as the deck has limited recovery options. The mana base is relatively basic, which can lead to consistency issues, and the deck has few answers to combo-based strategies or heavy control elements.
Most Important Cards:
- Hardened Scales
- Sol Ring
- Whispersilk Cloak
- Quick Fixer
- Soul Swindler
- Rhonas's Monument
- Necrosynthesis
- Night Shift of the Living Dead
- Insidious Roots
- Vivien Reid
Attribute Ratings:
- Speed: 4/10
- Resilience: 3/10
- Consistency: 4/10
- Interaction: 3/10
Rating Justification:
This deck operates at a casual level, with its primary strategy taking several turns to establish meaningful board presence. While it can generate value through Attractions and counter synergies, it lacks the explosive potential of higher-powered decks and the consistency of more focused strategies. When compared to typical 4.0 precon-level decks, it shows similar characteristics in terms of speed and interaction, though with slightly less cohesion.
Final power level rating: 4.0 - 4.5
The deck falls into the casual/focused casual range because while it has a clear strategy and some synergistic elements, it typically won't threaten wins before turn 10-12 and relies heavily on combat damage as its primary win condition. The inclusion of dice rolling and Attractions adds variance to the deck's performance, which can make it less consistent than other decks in higher power ranges.
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