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When you have no Krark's Thumbs out, you have a 50% chance of winning a coin flip.When you have one Krark's Thumb out, you have a 75% chance of winning.When you have two Krark's Thumbs out (Mirror Gallery), you have an 87.5% chance.When you have three Krark's Thumbs out, you have an 94.75% chance.When you have four Krark's Thumbs out, you have a 97.125% chance.Here's how it works when you have two Krark's Thumbs:Card instructs you to flip a coin. Krark's Thumb #1 lets you flip two. Krark's Thumb #2 lets you flip two coins for each of those two. You flip four coins -- you have to get four in a row to lose. By the time you get four Krark's Thumbs, you need to get sixteen in a row of the wrong flip.Regardless, by the time you get two Krark's Thumbs out, your flipping power is kind of insane. And that's how the deck works.
Win with Chance Encounter or Goblin Bomb or Game of Chaos. Fog Bank and Frenetic Sliver are awesome blockers, and the rest of the deck makes it tick. Stitch in Time turns to Time Walk, Fiery Gambit goes nuclear, and Ral Zarek becomes particularly threatening.
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Cascade Bluffs can help you by filtering double-red off your islands in order to cast Fiery Gambit.
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This is more casual and budget. I guess Cascade Bluffs doesn't break the bank, but they can be a bundle.
Just run 4 Frenetic Efreet and put it's ability on the stack as many times as you want. turn 4 win with that and chance encounter. That's what i'm building for my chance encouter deck :)
Wow; that's almost criminal! No wonder they reprinted the Frenetic Sliver for the "only if it's in play" clause.