In some cases involving linked abilities, an ability requires information about "the exiled card." When this happens, the ability gets multiple answers
If you do, it's sacrificed when it enters.) Creature - Elemental Removal (CTRL to add secondary) Theft Thieving Amalgam At the beginning of each opponent's upkeep, you manifest the top card of that player's library
More iconic cards like Urza, Titania, and Mirri make an appearance in futureshifted frames
This needed addressing, and in a way that made sense for Reds identity
The cool yet creepy side of Twitching Doll is that when you have twitched it enough, crack it open for a bunch of reaching spiders

Scoria Wurm - Not that exciting, but its a cheap threat that you could hopefully keep alive longer with Krark's Thumb Mirror March - This can get out of hand really quickly, and there's basically no downside to losing flips Yusri, Fortune's Flame - Designed to be a commander, but it's a solid card to include in the 99 as well Goblin Traprunner - Tons of easy flips with no downsides Squee's Revenge - Can be a huge card draw Planar Chaos - This one can be a bit annoying and might only be good if you also have Krark's Thumb, but it lets you play more controlling Krark, the Thumbless - Similar to Planar Chaos, use at your own risk Frenetic Efreet and Frenetic Sliver - A single card that lets you flip as many coins as you want (you can activate the ability as many times as you want before you let any of the activations resolve, and then even if he dies you still flip all the coins) Puppet's Verdict - A sweeper that let's you control what to kill if you can manipulate the flip As for other cards that I think could fit the strategy of the deck, I would focus on ways to multiply your other effects (extra upkeep steps, copying your permanents, doubling your abilities, etc)
