This has to be the jankiest deck I've ever built. This only works in multiplayer free for all games. The entire deck is built around helping every other player.
Card Draw:
Flumph | Walking Archive | Temple Bell | Rites of Flourishing | Kenrith, the Returned King | Jace Beleren | Geier Reach Sanitarium
Mana Fixing:
Rites of Flourishing | Heartbeat of Spring
Lifegain:
Kenrith, the Returned King | Wall of Shards
Free Spells:
Braids, Conjurer Adept | Gate to the AEther
It's honestly amazing watching your friends decks get boosted to their maximum potential and clashing against each other. The aim of the game is to simply sit back and let them take out each other. As you are not a threat, they should hopefully leave you be until it becomes 1v1. This is where the fun begins.
As soon as it is down to a 1v1, you should have most of your key players in place, which will likely have been ignored until this point.
At this point, I plead with my opponent. I have helped them out this whole time, they could return the favour now, be a gentleman and just concede. Usually they say no.
To win, you will need:
On the field: Axebane Guardian | Tuktuk Rubblefort | Staff of Domination
In your hand: Freed from the Real | Research / Development
Steps to Victory:
- Play Axebane Guardian and Tuktuk Rubblefort
- Enchant Axebane Guardian with Freed from the Real. You now have infinite mana.
- Cast Research / Development to put Abyssal Persecutor, Jegantha, the Wellspring, Bazaar Trader and Door to Nothingness into the deck.
- Use Staff of Domination or Kenrith, the Returned King to gain infinite life.
- Use Staff of Domination or Kenrith, the Returned King to draw the 4 cards.
- Play Abyssal Persecutor, Jegantha, the Wellspring, Bazaar Trader and Door to Nothingness.
- Equip Freed from the Real onto Jegantha, the Wellspring.
- Use Staff of Domination to repeatedly untap Bazaar Trader to give Jegantha, the Wellspring, Door to Nothingness and Abyssal Persecutor to your opponent.
- Pass the turn, you have shown your opponent the door, they can see themselves out.
On their turn, they can use Jegantha, the Wellsprings ability twice (you can untap it with Staff of Domination or Kenrith, the Returned King) to generate the mana for Door to Nothingness. They cannot choose you for this ability due to Abyssal Persecutor. Now they may instead choose to ignore this gift and continue with their own strategy, which is where you remind them that you have infinite life and can use Kenrith, the Returned King to give all of your creatures infinite damage, but this is just a friendly game, and it would be a real shame for it to come to that.
If that doesn't work, we have a second win con by using Research / Development to get Happily Ever After & Planewide Celebration. I've also included Prophet of Kruphix & Sphinx of the Guildpact to play during your opponents end step incase of removal.
Once Happily Ever After resolves, you can rest easy knowing that you all lived happily ever after as friends, and these petty rivalries have been put aside once and for all. Your combo definitely wouldn't have upset anyone.
It goes without saying, this deck is ridiculously janky and falls apart with a single removal spell, counter or board wipe. However, it is a ton of fun to watch games play out where each deck has easy access to their combos. Losing with this deck is mostly inevitable, but winning is absolutely incredible and surprising how consistent it can be!
Now you could obviously just use Door to Nothingness to win the game yourself, but where is the fun in that?