You know those late Worms games where you have an optional rule randomizer slot machine ?
Sideboards are expanded to 30 cards, but you can't make more than 15 swaps. (You'll need every single one of them.)
Spin the wheels before sideboarding.
Wheel One: Gamechanging Rule
Slot 1.1: Heavily WoundedDamage never wears off.
Slot 1.2: Bear ForestAll creatures have base power and toughness 2/2.
Slot 1.3: SlowrideSpells cost
more. All lands enter the battlefield tapped.
Slot 1.4: Fast&FuriousSpells cost
less. Whenever a land enters the battlefield tapped, untap it.
Slot 1.5: Valar Morghulis Nonland permanents have Vanishing 4.
Slot 1.6: Shandalar's BaneDuring each player's upkeep that player exchanges control of random target artifact, creature or land he or she controls, for control of random target permanent of the same type that a random opponent controls.
Slot 1.7: ParanoiaAll creatures without Morph have Morph, and their Morph cost is equal to their mana cost minus
Slot 1.8: Oh NoAll instant and sorcery spells have storm.
Slot 1.9: Dead of SummerAll players skip their draw steps, but have "pay 1 life: draw a card".
Slot 1.10: Shaherezad All games start with a subgame.
When that subgame ends, all cards are shuffled back to their owners' libraries, and the real game starts, but the player who lost his game starts with half of starting life total, rounded up.
Slot 1.11: CrapwalkingBefore first game, players sideboard, then set their sideboards aside, then exchange decks until the end of the match.
Slot 1.12 Multiple and SimultaneousPlayers take steps in turn order. (Player 1 untap, Player 2 untap, ... , Player X untap, Player 1 upkeep,...)
Slot 1.13 Triskadekaphobia If a player's life total is equal to 13, that player loses the game.
Slot 1.14 Cabal Pit FightPlayers can't control more than one nontoken creature.
Slot 1.15 From UC With LoveAll Mythic Rare cards are
Darksteel Relics.
Slot 1.16 Mirrored BiochemistryCreatures have switched power and toughness.
Slot 1.17 Azorius Are In ChargeIf a nontoken permanent would enter the battlefield from anywhere but his owner's hand, exile it instead. If a copy would resolve, exile it instead. If a card would be put into a graveyard from anywhere, exile it instead. If something would copy anything, exile it instead. If a spell or ability would be played outside of it's owner's main phase, exile it instead. Players can't take additional turns, or control other player's turns. Nothing can be doubled, tripled, quadrupled, or squared. Players can't cast spells without paying their mana costs or for
. Permanents can't change their controller. Cards can't leave exile. Yes, this includes blinking.
Slot 1.18 Telepath FightPlayers play with their hands revealed.
Slot 1.19 Suicide SquadWhenever a creature deals damage to a player double that damage, then it's controller sacrifices it, then draws 2 cards.
Slot 1.20 There Can Be Only OneWhenever a creature dies, put two +1/+1 counters on each creature that dealt damage to it this turn.