Play
Lost in the Woods
and win. It's just that simple! (It's not that simple.)
In order to be effective, Lost in the Woods requires at least 60 percent of your deck to be Forests, which puts serious constraints on the design of your deck. Abundance is an absolute necessity, allowing you to draw your nonland cards at a reasonable pace. Combined with Rites of Flourishing, this allows you to dig through your entire deck in a handful of turns, completely preventing your opponents from attacking.
Traproot Kami
plays defense in the early game, and can fully stop just about any creature that happens to slip through your wall of forests. Elixir of Immortality helps your life total in the early turns and provides a late-game source of recursion. Emrakul, the Aeons Torn provides a hedge against mill and discard strategies while also acting as your primary finisher. In a pinch, you can also just win by making your opponents draw their entire decks, as Abundance prevents you from losing with an empty library.
With the release of Amonkhet's cycling lands, it's now possible to play a 40-forest Lost in the Woods deck while also splashing a second color. By adding white, you can replace Witchbane Orb with the generally-superior Leyline of Sanctity, and pick up some interesting sideboard options. With an Abundance out, it's not uncommon to play Approach of the Second Sun and draw it again the following turn.
This deck matches up well against midrange creature decks, but is disadvantaged against fast aggro/burn, is crippled by control, and does nothing but help opposing ramp decks. Don't expect to top-8 any tournaments with more than eight people, but do expect to have fun playing a deck that literally nobody will be prepared for.