Adventure Island
A couple of months ago, I marveled at the Serendipity of Sindbad . I had been looking for a new project, and the inconspicuous sailor had caught my eye. We all have our reasons to play and cards to invoke our zeal. Personally, if I am to truly enjoy a deck over a period of months or years, it should have strange angles and creative lines of play. I like to have an "oops, I win" factor in the deck, but I don't want that to be the only plan. My deck should have a fighting chance against most comers, but it shouldn't be consistently broken. Playing with it should be an experience. Project M was built with all that in mind. That decks basically has three game plans. Go for Guardian Beast combo with Orb, Disk and Transmute; play control with factories, books and permission cards like Icy Manipulator; or just smash face with beasts like Juzam and Mahamothi. Depending on what you draw and how the opponent plays, your game plan can change many times during a single duel.