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Experimenting with The Reality Chip

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The Reality Chip

Let's be honest.

This is weird.

It says "Legendary Artifact Creature - Equipment Jellyfish" on it.

This means I want to do weird stuff with it. So today let's look at two ways to build a deck with the Equipment at the helm.

First up, Angry Flying Men.


The idea here is to play out a one-mana evasive creature on turn one, play the Chip on turn two, Equip... I mean, Reconfigure it on turn three, and on turn four start to play a ton of stuff off the top of the library every turn. A lot of the cards in the deck are one and two mana, so we want to hit our land drop off the top whenever possible, and use up our mana like crazy. If we hit a stopping point - like more than one land - we have stuff we can cast from our hand to clear the land and hopefully continue to play. We also have lands we can sacrifice to go fetch another land, clearing the top of our library for another shot at a non-land (or something else we can play). We hit our drop every turn and eventually we're churning through our library at an alarming rate, playing out evasive 1-drop after evasive 1-drop, pinging in damage every turn. Someone wants to wrath away our board? We'll stop them with a Counterspell. We've got plenty. Someone wants to hit us with a massive Commander? We'll bounce it, set them back. And every turn, in come our Angry Flying Men.

That's the other thing, though. We're going to take all the turns. We have 12 Extra Turn cards in our deck. Starting around turn six, we're going to take extra turns. It's quite possible from turn six on, we'll just win with our Flying Men over a series of turns no one else can deal with. Keep in mind that Nexus of Fate and Beacon of Tomorrows both shuffle back into our library once we've used them, so we will literally never run out of extra turn cards to play.

The deck has a couple of cute things like Quicken and Twincast, so we can take our extra turns in funny places or double up on them. Mostly, though, it's going to be attacking with a bunch of janky one-drops and not letting your friends play Magic, which, hey, if that's your thing, get down with your bad self. There are worse ways to pass an evening.

Of course, this leans hard on The Reality Chip's second, and definitely more powerful, ability. Getting to Peek at the top of our Library is nice but without a way to interact with it, it doesn't do a whole lot. But that's not all The Reality Chip is. You see, it's also a Creature, and a two-mana one at that. Which means it can pretty reliably come down on turn two and, well, be a Creature. One that could presumably be used to kill your opponents.

Reality Chip Voltron | Commander | Mark Wischkaemper


Here we're going to lean on the fact The Reality Chip is a two-mana Commander. We'll play the Jellyfish out, then start suiting it up with all sorts of nonsense. We'll draw a bunch of cards along the way, probably interact with our opponents a bit, whether stopping a game-winning play or just keeping them from killing our Commander, and swing for some damage with our 0-power Equipment.

Mostly we'll use Equipment to give our Commander some teeth. Something like Angelic Armaments is great, since it offers a P/T boost and some evasion, which we will certainly want. Hero's Blade gives a buff as well and snap equips when we play our Commander. Ring of Evos Isle and Armory of Iroas both put counters on The Reality Chip over time, making it a bigger and bigger threat. Fireshrieker, Rogue's Gloves, and Trailblazer's Boots all don't offer any extra power, but Double Strike is always relevant with anything else, extra cards are perpetually useful, and Trailblazer's Boots are as good as Unblockable in a format like Commander. Oh, Moonsilver Spear also doesn't offer a power boost, but the Angels it brings along for the party probably matter.

Blackblade Reforged and Strata Scythe are both pretty great; we are using a lot of fetch lands here because we want to thin our deck as much as we can, but still, +8/+8 is pretty serious. Empyrial Plate is also capable of providing a substantial power boost, given how much card draw we have in the deck. Trepanation Blade is risky but such fun. And Argentum Armor belongs in every deck like this; there's something so awesome about this bizarre little Jellyfish with no power behaving like an Eldrazi.

We have a few Auras to use as well; Curiosity and Ophidian Eye both draw us more cards, Eel Umbra provides some protection with Totem Armor, Ghostly Wings and Spectral Flight grant more evasion, and Sigil of Sleep is super weird but lets us set an opponent back every time we hit. Thopter Spy Network will give us some nice blockers (or additional attackers!), as well as grant us even more card draw because our Commander is an Artifact, of course.

The only other creature in our deck has Soulbond and lets us draw even more cards. Worth it.

Everything else is card draw and interaction in the form of bounce spells and counterspells. Sometimes we might need to clear the board of a particular threat or problem, and bounce is one of the best ways we have to do that. The more cards we see, the bigger we can make The Reality Chip and the closer we get to killing our opponents.

This is a very strange and wildly underpowered use of this creature, but you have to admit, no one will see it coming. If you're a fan of doing something unexpected, this might just be the approach for you.

How are you going to use The Reality Chip? Will it find its way into any of your decks? Or is there a deck idea you have where the Jellyfish leads the charge? Let us know in the comments!

Thanks for reading.


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