I always wondered where the unglued and unhinged cards Timmy, Power Gamer [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=9786] and Johnny, Combo Player [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74271] got their names (and abilities) from. Seems they stem from the approach to making the cards in the first place, that also means we have yet to get a Spike, though I suspect the only way that could fit was if it had 'Win the game' somewhere on it, and in keeping with the theme of the previous two, would be far too cheap in cost to be balanced. Not that the Un- sets pride themselves on balance all that much, they focus on being funny or purely bizarre.
I'm a casual player, though I haven't bought a set since Time Spiral, as I found it a bit too expensive to continue buying them, and that was only set that I had any amount of cards from after the Tempest cycle (as most of my cards come from my dad's old collection). I'm probably a Timmy and Johnny mix, due to the fact I've built many a deck that does some crazy things, including one deck that's almost guaranteed to lose (though it does pull a victory on rare occasions). I've had fun with Aluren [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4747], (which became named the 'Loop Deck' as it could pull off insane numbers of infinite combos, infinite mana [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=136040] in particular), Fool's Demise [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=126294],(with some damageless [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=122442] killing [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=125877] methods for good measure), Mishra [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=113539], (which was the only coloured card in the deck), and even Kher Keep [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=113553], the aforementioned deck that's built to lose. I've had fun building these oddball decks and even more fun playing them, particularity when they manage to win, particularity with some of them which are very unlikely to work. I've even a built a deck for multiplayer (where most of my decks are designed for) whose sole purpose is mess around with everyone's decks and cause as much general havoc as possible.
That's not to say I don't build 'regular' decks, I have quite a few not built around certain cards, but everything almost always has a theme, like a white deck stuffed with flanking knights, or a blue/white deck full of costly flying powerhouses [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=106645].
It's intriguing to know that they have picked up on these ideas and continue to make cards to appeal to the different approaches to the game, there are some cards that I've seen that I've thought it would be fun to build a deck around, either for the sheer narrowness of its use [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=136048] or just for being insanely difficulty to cast [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=179496].
I may grumble about how about the new cards vastly overpower old ones, (I remember the time when you were lucky to get a 2/2 for two mana, I loved the Black [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=2088] and White [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=2371] Knights because of this), but I still love those new cards that are really quirky and are just begging to have a deck built around them.
That's if I'm not already thinking of another way to use my old card collection to outwit the more-powerful newer decks in some creative fashion.