This is the MtG equivalent of a Trojan Horse:it is superficially appealing and innocent, but if opponents fall for the look, they're halfway to defeat.
Only in games with three or more players should this ever be played.
This deck is meant to be played with a few threads of thinking: on the surface you have to keep the appearance of playing as if the deck were truly Group Hug; while keeping a happy face, you need to carefully gather up your resources and calculate the proper time for the finishing move; and throughout the game, you must monitor the balance of power on the battlefield and avoid actions that would allow any one of your opponents to gain an upper hand over the rest.
Since the win condition of this deck relies entirely on being underestimated, it can only be used once in a particular group before it gets recognized as more of a clock than an accelerative.
The deck starts off by providing everyone with nigh-immediate mana ramp: using Collective Voyageon turn two or three would be preferable. You could use it on the first turn, but this would only be wise if you were taking your turn last while playing with a large group.
Collective Voyagesadly does not force players to pull land out of their libraries, so you have to make your opponents believe that they need the mana ramp. Minds Aglowis the perfect card for this task: if a player is top-decking, then mana ramp probably won't be on his or her list of priorites, but if you offer the player both mana ramp and draw, then he or she is unlikely to refuse you.
If players completely lose interest in your mana ramp, you'll need to feed your own mana into eachCollective Voyageand Minds Aglowto keep up the cycle.
If players begin actively opposing the mana and draw ramp, then you might consider playing out a decoy ramp card to draw out counterspells. Always remember that neither Collective Voyagenor Minds Aglow can be countered once either is acknowledged as successfully cast: once other players start paying mana in to Join forces, neither spell can be countered. Avoid tapping any mana beyond the casting cost until you're certain that the spell has not been countered.
Calculating the earliest proper time for the finishing move involves a bit of estimation. Most 60-card decks contain fewer than 28 land cards: unless one of your opponents is running a deck that seems quite contrary to that, then you should be able to pull off an immediate mill for most opponents
Mind Grind
once you can fuel it with 15 mana.
Avoid putting your first Swamponto the battlefield until you're ready to drop
Mind Grind
on everyone. Black rarely has anything to do with Group Hug, so having even a single swamp can raise the suspicion that you're waiting to turn to Group Slug.
Fog Bankis in the deck to reinforce the passive appearance and to provide a sturdy defence.
Howling Mineis in to stir up interest in the mana ramp from Collective Voyagebeyond the first few turns. Card draw from Minds Aglowcan be ignored, but the effects of Howling Mineare mandatory.
Killing Waveis in as a soft ceiling. Opponents who rely on creatures can easily use the Group Hug aspects of this deck to win much more quickly than you can reach
Mind Grind
to mill everyone.
Quicken
is certainly the most versatile card in this deck. Use Minds Aglow
+
Quicken
or Collective Voyage
+
Quicken
immediately before your turn to avoid being tapped out throughout your opponents' turns. Having mana and cards available makes you a appear as a much less appealing target.
Quicken
+
Tempt with Discovery
leads to an alternative form of mana ramp, especially useful when used immediately before your turn, and you can use Killing Wave
+
Quicken
to discourage army building.
Last and probably least, you can also use Quicken
+
Tempt with Immortality
or Quicken
+
Tempt with Reflections
to recover your dead Fog Banksquad.
Collective Voyageis more crucial to the deck's operation, but I felt that Tempt with Discoveryfit the theme perfectly.