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{"ops":[{"insert":"This is a Dandan variant helmed by "},{"insert":{"card-link":"Veteran Brawlers"}},{"insert":". \n\n"},{"attributes":{"bold":true},"insert":"Veteran Brawlers (VB) and Signature Spells (10-8-4):"},{"insert":"\n\nVB is a restrictive two mana 4/4 that seemed like a great build around for a red Dandan variant. The original Dandan manipulates textboxes and land types, with a top-deck manipulation subgame. The red version gets to be a little more aggressive, destroying lands and fighting to get your opponent to tap out. The game plan is simple: Find a VB, get your opponent to tap out, and when their \"walls are down\" get in the red zone. That is the main game. The supporting spells come in the form of land destruction: "},{"insert":{"card-link":"Price of Freedom"}},{"insert":" (PoF); and counter magic: "},{"insert":{"card-link":"Molten Influence"}},{"insert":"(MI). \n\nPoF is nice for a couple of reasons: \nTurn an untapped land into a tapped basic. Now the \"walls\" start coming down ( I hope you that metaphor is visual enough)."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Utility to blow up a powerful artifact an opponent controls. There are plenty to choose from. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"It's a cantrip. So it pulls two cards out of the deck per cast. This is useful for consolidating top deck power (a favorite of Dandan) in the late game. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nMI is nice because: It's counter magic that is relevant in most stages of the game, even though \"taking the hit\" is usually the right choice. There is also some nice synergy in \"baiting\" your opponent into casting MI so they tap more lands before combat. There aren't enough reasons to make this the 8x slot in place of PoF. This is just an accelerant and suppressant that is cozy at 4 copies. Also, it would take the spotlight from VB in some games where a player just burns their opponent 5 times, which isn't the point of this list. There also could be a variant where you run heavy "},{"insert":{"card-link":"Stone Rain"}},{"insert":" and "},{"insert":{"card-link":"Pillage"}},{"insert":" effects, with a lot of counter magic. However, that idea seemed slower, and this list doesn't need to be slower. \n\nNow, with PoF being the 8x slot, there is the controversy of this being a \"tutor\" central strategy. That is true. Understanding what your opponent is holding could lead to unfun interactions. Let's assume this:\nYou both have the ability to deduce the other's hand. You only have this ability if your opponent gives it to you through a resolution of PoF. Then, when your artifact/land is destroyed, you search the library and discover your opponent is holding up counter magic. Some plays are inevitable. This temporary release of information could help the game run smoother. Now there is potential for counterplays and more complexity... that all require tapping more mana. My advice is to see how the games run with this temporary shared library knowledge and then do 1 of 2 things: 1. Swap out PoF for "},{"insert":{"card-link":"Pillage"}},{"insert":" or something similar if you find you can't play well with the search effects. 2. Use a \"shared land library\" of 8 Mountains and 2 Islands. This restricts you from searching the main library, but still keeps true RNG. Just have players use the land library, and when they run out, turn PoF into a Pillage. Simple. \n\n"},{"attributes":{"bold":true},"insert":"Splash (Mana Short):"},{"insert":"\n\n"},{"insert":{"card-link":"Mana Short"}},{"insert":"(MS) seemed like a godsend splash card for this deck. "},{"insert":{"card-link":"Piracy"}},{"insert":" and "},{"insert":{"card-link":"Drain Power"}},{"insert":" also being redundant effects almost made this list an Izzet variant with NO land destruction (crazy am I right?). However, MS sealed the deal with its ability to be used in more situations, versus its counterparts potentially adding mana at a slower speed and more difficult to obtain rate. That being said, MS is great to use on an opponent's upkeep for a blowout finish. Use it before your combat to immediately activate your VBs. You can also just use it to ensure no funny business if you want a spell to stick. It is so relevant, that the 2 Islands in the land base are usually fought after pretty early (but there are plenty of ways to produce {U} just in case). \n\nDraw:\n\nThe Draw package is pretty straight forward. \n"},{"insert":{"card-link":"Wheel of Fate"}},{"insert":" is a great countdown timer to empty your hand. This encourages players to play more of their spells, and use as many resources as possible before they have to pitch it all. I think it's better than the other wheel effects because of the telegraphed set up. It gives both players a flavorful \"4\" (Dandan number) turns to go wild and manage their resources. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Risk Factor"}},{"insert":" is another flavorful number \"4\" card. However, with the density of the other 4 burn spells, the draw option grows more appealing (for both players) in the late game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Coveted Jewel"}},{"insert":" was on the chopping board before playtesting, but solidified its position through showing useful in three ways; card draw, mana generation, attacking incentive. It is insanely relevant when both Jewels are found. It gets harder to remove each one when you factor in all the draw and ramp you could benefit from. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Interaction:"},{"insert":"\n\nThe Interaction package is almost non-existent in terms of creature removal. This is fine. The gameplay loop benefits more from interacting with lands and noncreature permanents. There is already enough interaction with our signature spells. These spells fill the niche situations that don't bog down combat by removing our core creature:\n"},{"insert":{"card-link":"Cleansing Wildfire"}},{"insert":" was a contender against PoF and only lost out because it doesn't hit artifacts, and it fills a different role. It acts as signature support, and has a cool interaction with "},{"insert":{"card-link":"Silverbluff Bridge"}},{"insert":" and "},{"insert":{"card-link":"Drownyard Temple"}},{"insert":" if you're really starving. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Chaos Warp"}},{"insert":" is a classic staple in a couple of formats, and seems popular for red Dandan variants. It is apparent why. In here, it more importantly will be used to \"destroy\" lands. Like PoF's older cousin."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Wyll's Reversal"}},{"insert":" will be relevant against a majority of the deck, and rolling dice is fun. It can be a mini Mana Short at times, or even a reverse blowout to someone attacking with their own MS. 11 or better with a VB out (fingers crossed). "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Ramp"},{"insert":"\n\nUsually, lists don't run ramp because the design would rather a utility spell in its place. However, our ramp doubles as utility, in a way.\n"},{"insert":{"card-link":"Bender's Waterskin"}},{"insert":" is great at incentivizing players to use more mana on their turn. There is too much value from untapping it to let it waste."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Loki's Scepter"}},{"insert":" made it above an early decision for "},{"insert":{"card-link":"Cursed Mirror"}},{"insert":", solely because stealing a creature was more impactful."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The ramp also has the added benefit of disguising a MS (sneaky when you don't immediately search for Islands), and allowing extra resource drops when the deck is running low. (Honorable mention to Coveted Jewel)\n\n"},{"attributes":{"bold":true},"insert":"Utility"},{"insert":"\n\nThese 10 slots are dedicated to rounding out some game play, by ensuring enough flow in both directions of permanent generation and manipulation.\n"},{"insert":{"card-link":"Lodestone Bauble"}},{"insert":" was originally the 4x slot choice. This effect is great after blowing up a bunch of basics, and stuffing them back in the deck for later use. It also can deny opponents potent draws, while giving yourself a semi-guaranteed land drop for the next turn. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Molten Duplication"}},{"insert":" is an efficient spell for forcing damage through with an expendable VB. It can copy a Coveted Jewel or Loki's Scepter for even more value. It just seems great in a lot of relevant situations. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" almost didn't make it in. The effect is so strong, that only one player having access to it would make it a prime target for PoF. It might warp the game a little, but the moments of ramp and extra card advantage make it a worthwhile include. It also makes the shared graveyard more relevant. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Mana Web"}},{"insert":" is one of the catalysts for VB. It ensures that if your opponents want to respond, they will have to decide whether or not they want to activate your creature. It also protects the rest of your turn from interaction. This is also a warping target for PoF. Be wary."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Mirage Mirror"}},{"insert":" fills an all around role of utility in the deck. Being able to piggyback off of an opponent's Crucible or Mana Web is great. Its other targets are also valuable in copying in any stage. It's an all-star for also incentivizing tapping out. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Lands"},{"insert":"\n\nThere isn't much to this aside the obvious O.G.'s Port and Temple:\n "},{"insert":{"card-link":"Rishadan Port"}},{"insert":" and "},{"insert":{"card-link":"Deserted Temple"}},{"insert":" building up the threat of land interaction. They usually eat removal on sight, but sticking a Crucible makes that choice a little harder. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Silverbluff Bridge"}},{"insert":" is for guaranteed resources and the cute interaction with Cleansing Wildfire. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Haunted Fengraf"}},{"insert":" should usually be used the turn it is played, offering great value with Crucible. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Cori Mountain Monastery"}},{"insert":" is a late game engine with a little hidden value in grabbing one of those early Islands."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Mikokoro, Center of the Sea"}},{"insert":" was added late and needs further testing. Usually players tend to not wanting to give their opponents draw. However, the temptation of drawing a crucial card at the right time gives players more variance. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Drownyard Temple"}},{"insert":" only deserves one copy because it's a fun minigame to fight over priority (in my experience). See how many times your opponent tries to \"steal\" this by activating its ability on top of your activation. If you know Dandan, you'll find this similar to the \"Golden Dandan Effect\". Extra points if it is a time-stamped promo, or has gold alter art. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nI hope you enjoyed this list. It is one of many to come! I am always open to new suggestions. New cards come out in droves. I would also like to hear about your experience if you play with this variant. Thank you, and have a great day!\n"}]}
Draw
Wheel of Fate
Suspend 4— (Rather than cast this card from your hand, pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Each player discards their hand, then draws seven cards.
Each player discards their hand, then draws seven cards.
Sorcery

Draw
(CTRL to add secondary)
Interaction
Wyll's Reversal
Choose target spell or ability with one or more targets. Roll a d20 and add the greatest power among creatures you control.
1—14 | You may choose new targets for that spell or ability.
15+ | You may choose new targets for that spell or ability. Then copy it. You may choose new targets for the copy.
1—14 | You may choose new targets for that spell or ability.
15+ | You may choose new targets for that spell or ability. Then copy it. You may choose new targets for the copy.
Instant

Interaction
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Signature
Signature
(CTRL to add secondary)
Utility
Utility
(CTRL to add secondary)
Maybeboard
Mana Cache
At the beginning of each player's end step, put a charge counter on this enchantment for each untapped land that player controls.
Remove a charge counter from this enchantment: Add . Any player may activate this ability but only during their turn before the end step.
Remove a charge counter from this enchantment: Add . Any player may activate this ability but only during their turn before the end step.
Enchantment

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
Card NameQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"This is a Dandan variant helmed by "},{"insert":{"card-link":"Veteran Brawlers"}},{"insert":". \n\n"},{"attributes":{"bold":true},"insert":"Veteran Brawlers (VB) and Signature Spells (10-8-4):"},{"insert":"\n\nVB is a restrictive two mana 4/4 that seemed like a great build around for a red Dandan variant. The original Dandan manipulates textboxes and land types, with a top-deck manipulation subgame. The red version gets to be a little more aggressive, destroying lands and fighting to get your opponent to tap out. The game plan is simple: Find a VB, get your opponent to tap out, and when their \"walls are down\" get in the red zone. That is the main game. The supporting spells come in the form of land destruction: "},{"insert":{"card-link":"Price of Freedom"}},{"insert":" (PoF); and counter magic: "},{"insert":{"card-link":"Molten Influence"}},{"insert":"(MI). \n\nPoF is nice for a couple of reasons: \nTurn an untapped land into a tapped basic. Now the \"walls\" start coming down ( I hope you that metaphor is visual enough)."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Utility to blow up a powerful artifact an opponent controls. There are plenty to choose from. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"It's a cantrip. So it pulls two cards out of the deck per cast. This is useful for consolidating top deck power (a favorite of Dandan) in the late game. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nMI is nice because: It's counter magic that is relevant in most stages of the game, even though \"taking the hit\" is usually the right choice. There is also some nice synergy in \"baiting\" your opponent into casting MI so they tap more lands before combat. There aren't enough reasons to make this the 8x slot in place of PoF. This is just an accelerant and suppressant that is cozy at 4 copies. Also, it would take the spotlight from VB in some games where a player just burns their opponent 5 times, which isn't the point of this list. There also could be a variant where you run heavy "},{"insert":{"card-link":"Stone Rain"}},{"insert":" and "},{"insert":{"card-link":"Pillage"}},{"insert":" effects, with a lot of counter magic. However, that idea seemed slower, and this list doesn't need to be slower. \n\nNow, with PoF being the 8x slot, there is the controversy of this being a \"tutor\" central strategy. That is true. Understanding what your opponent is holding could lead to unfun interactions. Let's assume this:\nYou both have the ability to deduce the other's hand. You only have this ability if your opponent gives it to you through a resolution of PoF. Then, when your artifact/land is destroyed, you search the library and discover your opponent is holding up counter magic. Some plays are inevitable. This temporary release of information could help the game run smoother. Now there is potential for counterplays and more complexity... that all require tapping more mana. My advice is to see how the games run with this temporary shared library knowledge and then do 1 of 2 things: 1. Swap out PoF for "},{"insert":{"card-link":"Pillage"}},{"insert":" or something similar if you find you can't play well with the search effects. 2. Use a \"shared land library\" of 8 Mountains and 2 Islands. This restricts you from searching the main library, but still keeps true RNG. Just have players use the land library, and when they run out, turn PoF into a Pillage. Simple. \n\n"},{"attributes":{"bold":true},"insert":"Splash (Mana Short):"},{"insert":"\n\n"},{"insert":{"card-link":"Mana Short"}},{"insert":"(MS) seemed like a godsend splash card for this deck. "},{"insert":{"card-link":"Piracy"}},{"insert":" and "},{"insert":{"card-link":"Drain Power"}},{"insert":" also being redundant effects almost made this list an Izzet variant with NO land destruction (crazy am I right?). However, MS sealed the deal with its ability to be used in more situations, versus its counterparts potentially adding mana at a slower speed and more difficult to obtain rate. That being said, MS is great to use on an opponent's upkeep for a blowout finish. Use it before your combat to immediately activate your VBs. You can also just use it to ensure no funny business if you want a spell to stick. It is so relevant, that the 2 Islands in the land base are usually fought after pretty early (but there are plenty of ways to produce {U} just in case). \n\nDraw:\n\nThe Draw package is pretty straight forward. \n"},{"insert":{"card-link":"Wheel of Fate"}},{"insert":" is a great countdown timer to empty your hand. This encourages players to play more of their spells, and use as many resources as possible before they have to pitch it all. I think it's better than the other wheel effects because of the telegraphed set up. It gives both players a flavorful \"4\" (Dandan number) turns to go wild and manage their resources. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Risk Factor"}},{"insert":" is another flavorful number \"4\" card. However, with the density of the other 4 burn spells, the draw option grows more appealing (for both players) in the late game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Coveted Jewel"}},{"insert":" was on the chopping board before playtesting, but solidified its position through showing useful in three ways; card draw, mana generation, attacking incentive. It is insanely relevant when both Jewels are found. It gets harder to remove each one when you factor in all the draw and ramp you could benefit from. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Interaction:"},{"insert":"\n\nThe Interaction package is almost non-existent in terms of creature removal. This is fine. The gameplay loop benefits more from interacting with lands and noncreature permanents. There is already enough interaction with our signature spells. These spells fill the niche situations that don't bog down combat by removing our core creature:\n"},{"insert":{"card-link":"Cleansing Wildfire"}},{"insert":" was a contender against PoF and only lost out because it doesn't hit artifacts, and it fills a different role. It acts as signature support, and has a cool interaction with "},{"insert":{"card-link":"Silverbluff Bridge"}},{"insert":" and "},{"insert":{"card-link":"Drownyard Temple"}},{"insert":" if you're really starving. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Chaos Warp"}},{"insert":" is a classic staple in a couple of formats, and seems popular for red Dandan variants. It is apparent why. In here, it more importantly will be used to \"destroy\" lands. Like PoF's older cousin."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Wyll's Reversal"}},{"insert":" will be relevant against a majority of the deck, and rolling dice is fun. It can be a mini Mana Short at times, or even a reverse blowout to someone attacking with their own MS. 11 or better with a VB out (fingers crossed). "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Ramp"},{"insert":"\n\nUsually, lists don't run ramp because the design would rather a utility spell in its place. However, our ramp doubles as utility, in a way.\n"},{"insert":{"card-link":"Bender's Waterskin"}},{"insert":" is great at incentivizing players to use more mana on their turn. There is too much value from untapping it to let it waste."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Loki's Scepter"}},{"insert":" made it above an early decision for "},{"insert":{"card-link":"Cursed Mirror"}},{"insert":", solely because stealing a creature was more impactful."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The ramp also has the added benefit of disguising a MS (sneaky when you don't immediately search for Islands), and allowing extra resource drops when the deck is running low. (Honorable mention to Coveted Jewel)\n\n"},{"attributes":{"bold":true},"insert":"Utility"},{"insert":"\n\nThese 10 slots are dedicated to rounding out some game play, by ensuring enough flow in both directions of permanent generation and manipulation.\n"},{"insert":{"card-link":"Lodestone Bauble"}},{"insert":" was originally the 4x slot choice. This effect is great after blowing up a bunch of basics, and stuffing them back in the deck for later use. It also can deny opponents potent draws, while giving yourself a semi-guaranteed land drop for the next turn. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Molten Duplication"}},{"insert":" is an efficient spell for forcing damage through with an expendable VB. It can copy a Coveted Jewel or Loki's Scepter for even more value. It just seems great in a lot of relevant situations. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" almost didn't make it in. The effect is so strong, that only one player having access to it would make it a prime target for PoF. It might warp the game a little, but the moments of ramp and extra card advantage make it a worthwhile include. It also makes the shared graveyard more relevant. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Mana Web"}},{"insert":" is one of the catalysts for VB. It ensures that if your opponents want to respond, they will have to decide whether or not they want to activate your creature. It also protects the rest of your turn from interaction. This is also a warping target for PoF. Be wary."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Mirage Mirror"}},{"insert":" fills an all around role of utility in the deck. Being able to piggyback off of an opponent's Crucible or Mana Web is great. Its other targets are also valuable in copying in any stage. It's an all-star for also incentivizing tapping out. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Lands"},{"insert":"\n\nThere isn't much to this aside the obvious O.G.'s Port and Temple:\n "},{"insert":{"card-link":"Rishadan Port"}},{"insert":" and "},{"insert":{"card-link":"Deserted Temple"}},{"insert":" building up the threat of land interaction. They usually eat removal on sight, but sticking a Crucible makes that choice a little harder. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Silverbluff Bridge"}},{"insert":" is for guaranteed resources and the cute interaction with Cleansing Wildfire. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Haunted Fengraf"}},{"insert":" should usually be used the turn it is played, offering great value with Crucible. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Cori Mountain Monastery"}},{"insert":" is a late game engine with a little hidden value in grabbing one of those early Islands."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Mikokoro, Center of the Sea"}},{"insert":" was added late and needs further testing. Usually players tend to not wanting to give their opponents draw. However, the temptation of drawing a crucial card at the right time gives players more variance. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Drownyard Temple"}},{"insert":" only deserves one copy because it's a fun minigame to fight over priority (in my experience). See how many times your opponent tries to \"steal\" this by activating its ability on top of your activation. If you know Dandan, you'll find this similar to the \"Golden Dandan Effect\". Extra points if it is a time-stamped promo, or has gold alter art. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nI hope you enjoyed this list. It is one of many to come! I am always open to new suggestions. New cards come out in droves. I would also like to hear about your experience if you play with this variant. Thank you, and have a great day!\n"}]}



































