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Here is my deck that I made after I discovered Induced Amnesia. This card is just funny! At first, some would think that this card would be "too weird" or "awkward" for standard play. On the contraire, it's defintely got some funny interactions with some cards that we might have missed on looking back! I will show you how this deck works. Note that this is untested for local FNM, but I will gladly report next chance I go to one. Sometimes it's not immediately apparent both on what to use cards for or how to use them, so this is where I'll lay down how the card functions.
So what is the purpose of Induced Amnesia for this deck? We're trying to trash our opponent's hand over and over again! We are going to be going full-on jank, but it's going to be fun jank. This is the typical plan:
Turn 1: Play a land. If you have Opt, do it at the end of your opponent's turn.
Turn 2: Play a land. You basically just leave up mana in case you have a counter spell against any pesky threats you know might exist in your opponent's hand. You also have Compelling Argument to help deck our opponent, or just to cycle for other cards you need.
Turn 3: Land. This is where you have to take note of what you have in hand. If you are up against a slower kind of deck, they most likely have a hand with plenty of cards. You can drop the Amnesia enchantment if you want. Otherwise, go with either Champion of Wits or Secrets of the Golden City to set your hand up with what you want.
Also, if you have Kefnet the Mindful, you may play him here, too. You aren't spending cards like crazy anyways, so you can put him out there. His purpose is actually to control how many permanents you have in play, as well as work as card advantage and an alternate win condition. Why control how many permanents you have in play? Well, on to turn 4 and I'll show you!
Turn 4: Land. So this is where it is possible to drop Kumena's Awakening for the turn. It's rules text is actually so on point for what we are trying to do! That is because it draws a card for you and your opponent on only your upkeep. That means they draw an extra card, while we get further through our deck, and we get to exile MORE cards from our opponent's hand and make them draw through more cards! Keep in mind that if you reach Ascend with this card out on the field, they will stop drawing extra cards and only you will from that moment on for the rest of the game.
In case you dropped Induced Amnesia last turn, you can possibly cast Release to the Wind as a trick to recast it for free from exile, or even just a Paradoxical Outcome to bounce back the Induced Amnesia. Usually it's best to cast this when there are more than one card you would want to bounce for the extra ETB triggers and card draw, but it's up to you.
Turn 5: Land. Now then, if you have Baral's Expertise and an Induced Amnesia, you can see where this is going. _ Bouncing creatures back to your opponent's hand and then permanently exiling their hand is pretty rad. This also means you get to make them go through their deck faster, because they have to draw that many cards that they exiled from their hand!
After something like this is pulled off and things are looking more stable, you want to be able to keep a rhythm going. If you have Kumena's Awakening out there, you get to force feed them more cards at this point and can use the earlier tricks mentioned from Turn 4 to keep replaying Induced Amnesia.
So now what? I'm thinking of adding some sort of artifacts that could be beneficial to us. In case we go up against a control deck that does not play creatures, we could use some artifacts that give us some benefit to bouncing back using Baral's Expertise on our own stuff. That way it isn't a dead card in whatever match up we find ourselves in.
Also, what do you guys think of AEther Tradewinds? I think it should be considered for being able to bounce our Induced Amnesia and something that our opponent controls at the same time to keep exiling stuff.
rest of run-through in progress, will finish later