My favorite, and most popular Commander deck! Much like its namesake card game, Fluxx has a focus on changing the rules by which players draw and play cards, handing out extra card draw and mana like candy. Also like the card game, its best enjoyed by four or more players!
Though on the surface Fluxx looks like what many would call a group hug deck, there only to boost everyone else in the game, it is extremely flexible with a variety of win conditions ranging from a classic beatdown to mill. The true game with Fluxx is in the politics. This deck will accelerate the entire board toward their end game states quite quickly and while one could likely try to take this deck out first, the other opponents will have their own massive threats to distract them. The key mind game is in appearing useful to the other players at the table long enough to find the best way to sweep victory from under their feet. And even if that doesnt work out, you have a number of defenses to fall back on!
Lets start off with our commander: Kruphix, God of Horizons. Four-Arms McStarface here is primarily along to provide utility and value to the rest of the deck. Not a lot of crazy shenanigans unless Seedborn Muse is along for the ride, but very consistent and difficult to get rid of. The no maximum hand size rule is absolutely necessary for this deck. Extra mana carrying over between turns is icing on the cake, but fantastic fun with our X spells.
Fun for all!
The meat of the deck is of course ways to accelerate everyone at the table. With all the nonsense Howling Mine variants in here, its not uncommon for people to be drawing four cards a turn. One of my favorite things about this deck is it makes sure that everyone at the table is able to do something, usually silly and explosive somethings. Someone at the table is mana screwed? Not for long they arent!
Speaking of mana, Id like to call out Collective Voyage here as an early game star. Dropping it on turn two or three usually accelerates the group some 5 lands ahead so threats immediately start hitting the table. While those could be pointed at you of course, there are always bigger fish to fry in the form of everyone else doing the same thing.
If anything under this category could be considered a game ender though, its Forced Fruition. Combined with Copy Enchantment and/or Clever Impersonator, opponents have often decked themselves just trying to respond to the things sitting on the table. If Howling Mine is feeding the other players little bits of cake, this is forcing the whole plate down their throats. Unlike everything else in this section, this one definitely puts a target on your back, so be careful when you play it.
Send in the Clones!
Cloning effects are extremely powerful in this deck. If everyone else gets to build crazy monstrosities off the nonsense you give them, why shouldnt you? You can clone any threat your opponents drop to your own benefit, or duplicate another group buff for yet more shenanigans. Or just copy their whole army with a Clone Legion!
Control (Dont Kill Me, Im Here to Help)
Politics and mind games arent going to work on everyone, nor are they going to keep people from attacking you they have to try and win at some point! Thus a decent suite of control to keep things sane is prudent. Do remember that all the acceleration youve been handing out also accelerates other control decks at the table. So if you can get away with it, lean on them for the real control. Always let your opponents exhaust each other where possible!
Mill
Surprise! Were also a mill deck. Who knew, when were making the table draw 10 cards a turn? While straight up mill can be difficult to pull off, especially if Eldrazi titans are popular at your table, the cards here can end games or let you seriously hamper certain foes.
Telemin Performance is a great way to mill, but also find yourself a decent threat. You could target the low creature deck or the lady who looks like she has the strongest creatures. Whichever you think is most useful at the time.
Traumatize is big and impactful and, combined with Tormod's Crypt, the best way ever to shut down any graveyard focused strategy. Hard to work when half your deck is exiled!
Brain Freeze such a little package for such a huge effect! In the late game, when people are going off with tons of spells in a turn thanks to all the resources youve poured into them, its very easy to mill 30 to 50 cards off of just the two mana here.
While not technically a mill card, and sure you can target yourself with it, I have killed more than one opponent with a Kruphix-fueled Blue Sun's Zenith targeting them. There arent many more satisfying ways to win a game than to tell your opponent to draw 36. It and its ilk are game ending spells.
Raid Bosses
All games must end and a band of big threats is just the thing to do it! While some of these are comparatively tiny, their relative threat is massive.
Roil Elemental, when played out properly, can provide for some incredibly explosive turns. Take a look at the lands and youll see quite a few fetching options. Now with this sort of deck you dont always need to play those immediately. Play out Roil Elemental, crack some lands, and steal whole armies!
Seedborn Muse... do I even need to say it? Between her and Kruphix, within just one round you can build up more mana than you know what to do with! Well, lets be honest. You probably do.
Biovisionary! In Commander!? Certainly, when you have a bunch of Clone effects! It and Rite of Replication lead to near-instant victory. I usually prefer to avoid automatic victories, but this one is silly and Ill only play it out if its clear the game needs to end.
Strategy
When playing this deck, youll spend much of the early game passively. Play out Howling Mine and Rites of Flourishing-esque effects and watch the excitement build around the table as the group gets to play out their strategies so much faster than expected. This is your party and you are the host!
Be conservative with your control spells. Unless theyre sending a huge chunk of damage at you or a game-ending spell is coming down, save what you can for the end. Your other opponents can probably deal with it. Your control spells will best serve you when there are fewer players at the table.
Throughout the game, you should learn and use your opponents strengths against them. Let the control deck keep the board clear of threats. Copy or steal the aggressive decks army. Mill the graveyard deck until theyve ruined themselves. You are a judo master, using their own weight to bring them toppling down. Once the game is down to the wire, drop one of the many bombs weve discussed, revealing that you arent just there to give them gifts.