Hello member's of tapped out.
So the idea of this deck is a deck not intending to win.
Odd right?
It's intended only to be played in multiplayer games and to make the game more fun/eventful for the other players involved.
In terms of format, it'll need to be kitchen table/no format due to the necessity of some unhinged/unglued cards such as Checks and Balances.
Checks and Balances is a great example of what I want the deck to do simply because it means that players will find it very hard to play cards that no one has an answer to. It also opens the posiblility that one player has an answer to that card and will not discard so that threat can do some damage to their opponents first or will even discard the answer to the threat simply to avoid the other opponents gaining a card advantage over them.
I love the scenarios and potitics this card opens.
Another thing I want the deck to do is to have a couple permanents like Dictate of Kruphix to avoid players topdecking (which again reduces the fun of the game for them typically) with maybe a couple of copies of Blue Sun's Zenith in case hands end up getting really full and one player (including me) is falling behind. It's in the deck to bring other players hands up to level with every one else but feel free just to draw cards with it yourself.
So immediately, the deck pretty much needs to be Blue (as would nearly any deck intended to make a mockery of the rules of a normal game of magic).
The other thing that I would like but is not necessary to the deck would be some way of making sure all players have enough of a land base to get a board in play. I don't know any cards that that will make opponents draw land in the early to mid stages of the game so I've settled for every one drawing more cards in the hopes that mana-bases will at least be more consistent.
I considered going in to another colour or two for the sake of cards like Meddling Kids in order to stop cards with indestuctable being played, or if the game calls for it flying (assuming only one or two players have fliers) and if any one wants to play the old school eldrazi, annihilator is another one to ban, but it would only be a splash.
That and upon a couple of reviews of the deck (and availablity of the cards on TCG player) running a healthy amount of Counterspell (we have unglued cards in here so may as well grab the real deal) and Overwhelming Denial (people can agree to use Checks and Balances against us too) means we have a certain level of control as to what actually enters the battle field. Certain things can't be countered but will still destroy the ballance of a multiplayer game so keeping a Perplexing Chimera on the field and being carefull what you exchange it for is a big deal.
Also having the Perplexing Chimera moving from player to player's boards is hillarious and means that players can stop plays that would end the game for them only rather than ruining it for everyone like Checks and Balances works to avoid.
Some decks will naturally build a larger board that others so the Akroan Horse will give every one chump blockers for days (when it enters, give it to the person with the most stuff on the board, chances are they have better blocking options anyways and the rest of the table gets some tokens to block their attackers until they stabilize on the board).
We also need defensive options to avoid just getting rushed down so people can play thier game winning cards so we have token producers in Chasm Skulker and Lullmage Mentor as well as Propaganda to make opponents think twice before they attack us.
Note that the counter effect on Checks and Balances is a triggered ability and will trigger Lullmage Mentor making a token for you.
I'm running Question Elemental? for some aerial defense, an Elixir of Immortality so stop us decking ourselves (if we end up drawing 4 cards a turn, this can end up being very important) and Guile so that the deck isn't completely harmless either.
Guile is a fun one since even if opponents decide to check and balance it, it will come back later as it will get shuffled in to your library and if you manage to get one to land on your board and stay there, it totally changes the behavior of the deck and thus the whole game.
The rest are pretty much in there because I thought they would be fun/funny additions that don't make the game straight up unplayable (looking at you Burning Cinder Fury of Crimson Chaos Fire)
I'd really appreciate suggestions for other cards that change the game state without necessarily tipping the balance too far in any one player's favor.
Thank you
TheBossferatu