Swedish Old School 93/94 format. ABU+4HM, no FEM, ICE, HML, ALL. Playtested against Erhnam on Ice and Deadguy Ale on Steroids. More extensive playtesting is needed.
Based on combo of Serendib Djinn + Blood Moon. The Djinn is super-strong, but tough to manage. It will beat a Shivan to the battlefield by 2 turns, and will beat it in combat. It beats Juzam with an extra point of toughness at the same cost. Of course it beats Serra, Triskelion, Sengir, and Erhnam. If you can get it to stick, the Djinn will win the game within 2-3 turns when supported with burn. The trick is managing it until then.
By itself, Blood Moon is super disruptive to most decks. Here it ensures the Djinn only feeds on mountains. The Underground Seas and Tropical Islands give access to blue early, but convert to mountains when the Blood Moon is out so the Djinn doesn't punish you for sacrificing them. The deck is biased away from blue to justify as many basic mountains as possible. Blood Moon also neutralizes Maze of Ith, Island of Wak-Wak, Mishra's Factory and LoA.
To still get access to colored mana despite Blood Moon the deck as a lot of ramp and mana rocks. Fellwars when playing against blue are the nuts.
Unstable Mutations and Blood Lusts amp up the creature damage. Lightning Bolts and Psionic Blasts round out burn. I tried Fireball, but sac'ing lands isn't compatible with it. Chain Lightning also didn't work, as the burn is often needed during combat. Blood Lust + Bolt can be used for removal in desperate times.
Blazing Effigy are surprisingly effective blockers. Can block up to 2 power first-strikers, which are pretty strong for the format (Lions, B/W Knights, Elvish Archers, Land Leeches). When combined with a bolt or blast they can block and kill a Juzam or Erhnam. Brass Man or Flying Men could work, but they lose the built-in bolt.
Tried initially to have counter magic to protect Blood Moon and the Djinn, but it's just too clunky needing UU open all the time. This deck tries to win within about 6-7 turns, so can't sit around waiting to counter. Also counter magic demands more islands, which the Djinn doesn't like. Counter magic in red is the exception.
Biggest weakness will be City in a Bottle. Chaos Orb & sideboard Artifact Blast and Mana Drain will help. Artifact blast also stops Triskelion. King Suleiman is a very low probability; he can be dealt with by Bolt and Blast. Abyss can be dealt with by Storm World, an Enchant World (Field of Dreams would be another option). Red elemental blast and flash counter should help stop counter magic and enchantment and creature removal. Nevinyrral's Disk to deal with really heavy enchantment and artifact decks.
Land destruction decks will also be challenging to deal with. Armageddon doubles as removal for the Djinn. Counter if possible. Luckily the curve is really low and the mana rocks help recover.
000CBomb000 general recommendation:
I recommend drawing 2 cards during draw phase. It is almost universal that Magic games slow down due to lack of cards in the mid game, because it is common to play a land and at least 1 spell per turn. To compensate, draw 2 every turn. In my mind this is a fundamental flaw in the original game design, but can be fixed easily. Drawing more is more fun.