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Commander
Partner with Zndrsplt, Eye of Wisdom (When this creature enters the battlefield, target player may put Zndrsplt into their hand from their library, then shuffle.) At the beginning of combat on your turn, flip a coin until you lose a flip. Whenever a player wins a coin flip, double Okaun's power and toughness until end of turn.
Partner with Okaun, Eye of Chaos (When this creature enters the battlefield, target player may put Okaun into their hand from their library, then shuffle.) At the beginning of combat on your turn, flip a coin until you lose a flip. Whenever a player wins a coin flip, draw a card.
2nd Combat
Card Draw
Coin Flip
Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control.
Flip a coin. If you win the flip, you gain 1 life and target opponent loses 1 life, and you decide whether to flip again. If you lose the flip, you lose 1 life and that opponent gains 1 life, and that player decides whether to flip again. Double the life stakes with each flip.
At the beginning of your upkeep, you may flip a coin. If you win the flip, put a fuse counter on Goblin Bomb. If you lose the flip, remove a fuse counter from Goblin Bomb. Remove five fuse counters from Goblin Bomb and sacrifice it: It deals 20 damage to target player or planeswalker.
At the beginning of your upkeep, create a colorless artifact token named Land Mine with "{R}, Sacrifice this artifact: This artifact deals 2 damage to target attacking creature without flying." Then flip a coin. If you lose the flip, Goblin Kaboomist deals 2 damage to itself.
Whenever a creature attacks, flip a coin. If you win the flip, the next time that creature would deal combat damage this turn, it deals double that damage instead. If you lose the flip, the next time that creature would deal combat damage this turn, prevent that damage.
Cumulative upkeep—Flip a coin. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Whenever you win a coin flip, Karplusan Minotaur deals 1 damage to any target. Whenever you lose a coin flip, Karplusan Minotaur deals 1 damage to any target of an opponent's choice.
Whenever you cast an instant or sorcery spell, flip a coin. If you lose the flip, return that spell to its owner's hand. If you win the flip, copy that spell, and you may choose new targets for the copy. Partner (You can have two commanders if both have partner.)
Flying Whenever Yusri, Fortune's Flame attacks, choose a number between 1 and 5. Flip that many coins. For each flip you win, draw a card. For each flip you lose, Yusri deals 2 damage to you. If you won five flips this way, you may cast spells from your hand this turn without paying their mana costs.
Copy
You may have Sakashima the Impostor enter the battlefield as a copy of any creature on the battlefield, except its name is Sakashima the Impostor, it's legendary in addition to its other types, and it has "{2}{U}{U}: Return this creature to its owner's hand at the beginning of the next end step."
You may have Spark Double enter the battlefield as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Getting Through
Land
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life. {T}: Add {C}. {4}, {T}, Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Hideaway 4 (When this land enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) Spinerock Knoll enters the battlefield tapped. {T}: Add {R}. {R}, {T}: You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
Prevention
Protection
Ramp
When Goblin Engineer enters the battlefield, you may search your library for an artifact card, put it into your graveyard, then shuffle. {R}, {T}, Sacrifice an artifact: Return target artifact card with mana value 3 or less from your graveyard to the battlefield.
Removal
Wrath
Maybeboard
+2: Discard up to two cards, then draw that many cards. −2: Sacrifice an artifact. If you do, return target artifact card from your graveyard to the battlefield. −10: You get an emblem with "Whenever an artifact is put into your graveyard from the battlefield, return that card to the battlefield at the beginning of the next end step." Daretti, Scrap Savant can be your commander.
Morbid — This spell costs {3} less to cast if a creature died this turn. Enchant creature When Grim Reaper's Sprint enters the battlefield, untap each creature you control. If it's your main phase, there is an additional combat phase after this phase. Enchanted creature gets +2/+2 and has haste.
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs {2} less to cast for each card exiled this way. Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Path of Ancestry enters the battlefield tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Equipped creature gets +1/+1. Whenever equipped creature attacks, you get {E}{E} (two energy counters). Pay {E}{E}: Choose target creature that's blocking equipped creature. Flip a coin. If you win the flip, exile the chosen creature. Otherwise, Plasma Caster deals 1 damage to it. Equip {2}
Restless Spire enters the battlefield tapped. {T}: Add {U} or {R}. {U}{R}: Until end of turn, Restless Spire becomes a 2/1 blue and red Elemental creature with "As long as it's your turn, this creature has first strike." It's still a land. Whenever Restless Spire attacks, scry 1.
At the beginning of each player's upkeep, that player gains control of Risky Move. When you gain control of Risky Move from another player, choose a creature you control and an opponent. Flip a coin. If you lose the flip, that opponent gains control of that creature.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Choose target nontoken creature you control that doesn't have the same name as a token you control. Create a token that's a copy of it, except it isn't legendary, is a Reflection in addition to its other types, and has haste. III — Sacrifice all Reflections you control.
Deck Stats
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