This is somewhat of a budget deck. It is not meant to be overly competitive.
Winning through political manipulation is the idea, however this is NOT a group hug deck. This deck should not be played by giving other players card advantage in return for an alliance with them either. I've usually played this deck on MTGO in four player free for alls. The strategy for this deck can be divided into three phases:
Phase 1: Discourage attackers. From what I've seen, people in the early game will generally go after the person who's open, ceteris parabus. Play cards like Wall of Hope, Gomazoa (a great aggro/voltron general deterrent), and the Runes to make it so it would make more sense to attack someone else. If you can, identify the patsy in the game if there is one, and just wait for him to be taken out. Don't play Phel during this phase or anything like Spelljack or SoFaI that would draw attention. Only destroy artifacts and enchantments in this stage if they are directly harming you. Same goes for creatures and countering spells. No attacking anyone either unless you plan on making an enemy out of them for the rest of the game. Also, don't overextend yourself in this phase. Even if you can play something, hold it back if you don't NEED to play it. The longer this phase goes on, the better. That usually means that the other players will have had more time to build up grudges against each other and weaken each other.
Side note: The way that this deck generates card advantage is through what I call "negative advantage", a strategy unique to multi-player. Basically, you let other people deal with threats as long as they're not directly threatening you. For each card they play which destroys a threat, it's one more card you can save for later and one less card that they have.
Phase 2: After one player has lost (assuming you weren't the patsy), you should immediately team up with one of the two remaining players. Specifically, you should team up with the weaker one. Hopefully, the board state has evolved to a point where one player is in a much better position, and it makes sense to ally with the other player against them. This is often the hardest and longest phase of the game. Send out Phel now, but only support your partner as needed. Your partner should be the primary target since it should be difficult for the other player to harm you with your defenses.
Besides for all being things which can make you a target, honestly, it's because I'm tired of seeing them in every game. Nothing against people who use them because they are amazing cards. I guess I'm just being a contrarian hipster. Feel free to sub them in (or anything else for that matter) if you try out the deck.
Phase 3: After the second player has lost, all that's left is to go all out. Immediately throw everything you've got at the hopefully weakened former partner. The sooner you end it, the better.
Side note: Kill Riku.dec first if they're in the game.
I've only tested a weaker version of this deck on MTGO, but the longer I've played it, the better I've gotten with it. Lately, it's been quite successful. You get a lot of satisfaction winning with this deck too since every win is unique. I also recommend going on MTGO and simply watching game after game of Commander to study player behavior in order to improve your ability to play this deck. I have no idea how it would perform yet in paper, but I plan to build it soon. I put in more cards like Teferi's Moat and Crawlspace in this version because my group of friends will know the point of the deck. Therefor, cards which are not psychological threats, but rather forceful deterrents are played more so that even if they know what you're trying to do, it doesn't make logical sense to attack you (which could leave them open as well). The online version has more cards like Curtain of Light, Hindering Light, and a lot of cards like Mystic Restraints.
Weaknesses of the deck:
1. Since this deck expects a longer game, it sets up defenses early. If you're playing against a bunch of cutthroat combo players, prepare to eat dirt. You shouldn't be playing this deck anyway against those kind of decks. But if you do, kudos if you still manage to win.
2. Any deck that is just TOO good. They say in some martial arts that you fight by using your opponent's strength against them. That's kind of the idea here, however, if they're THAT much stronger than you, it really doesn't work. I'm talking 12 Magmatic Forces out at once kinda thing.
3. On that note, it plays no board wipes. You have to rely on someone else to wipe the board or you have to manipulate the field (and counter spells) so that it never needs to be wiped in the first place. If you want to try adding a Wrath or something, feel free though.
Individual card comments:
Phelddagrif: The primary win condition. Use his green ability to take out attacking creatures you don't like (if they're attacking another player). His white ability should just be used for evasion or keeping someone in the game if you know you can't win without them. This shouldn't happen very often though. Also, if you do need to play Phel early for defense, feel free to get a few quick hits in with him while he's there. You'll probably win through general damage, so if he needs to fly (or even if he doesn't), don't hesitate to give the same player you're attacking 2 life. Don't be afraid to use his blue ability! The ability to play him the entire game for four mana is incredibly helpful. Also, reward one of the players with a card who wasn't the one who tried to destroy him. When you get towards the late game though, you might not want to use it as much since you should have plenty of mana.
Dawnglare Invoker: This is a late game/phase 2 or 3 card. There's no point in playing her early when she'll probably die two turns later.
The Advocates: Try to return lands and useless cards if you can. They can be helpful in phase 2 when you and your partner need to kill something quickly, and your partner has a kill spell in his graveyard.
Novablast Wurm: Late game only. Possible win condition.
Ursapine: Use his ability the same way as Phel's in order to indirectly take out attacking or blocking creatures you don't like. Also, use it on Phel himself in the late game.
Tuckers: Bant Charm, Hinder, Spell Crumple, Spin into Myth. Save these for generals, and only if the player is a threat. Lignify is also an odd general disabler in the late game when things aren't dieing as often.
Desertion/Spelljack/Draining Whelk: Potential win conditions. Use late game only.
Counterspells/artifact and enchantment destruction/creature removal: Save for only threats that are directly harming you OR if you're fairly certain no one else can take care of the threat, and if it continues to be on the board you'll all die (I'm look at you C. Sphinx). To make up for the lack of "real" card draw like Mind's Eye or Recurring Insight which can draw hate, most of these are cantrips.
Storm Seeker: Speaking of C. Sphinx and anyone who plays Praetor's Counsel or massive card draw...this is a present for them. Sword through the brain.
Reins of Power: Surprise win condition.
Defensive Enchantments: Briar Patch, Asceticism, Collective Restraint, etc. Play these anytime. The earlier, the better.
Mantle of Leadership: Win condition on Phel. Now instead of "G: Gains trample and an opponent gets a 1/1", it says "G: Gains trample and +2/+2, and an opponent gets a 1/1".
The Runes: These are the MVPs of the deck. They get around protection, Lightning Greaves, and Das Boots. Progenitus's worst nightmare.
Telepathy: Only a psychological threat. If people see Prime Time in someone's hand, they might go after them first. As a sign of goodwill (and to let people know you can counter their stuff if they try anything funny), you might even show your hand too. But if you do, you have to keep showing it for as long as Telepathy is out.
Treasure Trove: A very nonthreatening card draw tool which works great late game.
Crystal Shard: Used primarily to rescue your own stuff. However, there may be creative uses that come up as the board state develops.
Predator, Flagship: A phase 2 card. Gives both evasion and some much needed removal.
Soul Conduit: A phase 2 card. It shows people that attacking you is pointless if you can get all the life back. It can also be used with Phel's white ability. Give them a ton of life, then take it right back. Finally, it can be used to remove a dangerous player from the game as long as one creature can sneak a hit at them, and someone else is low on life.
Sword of Fire and Ice: Late game card. Even if you draw it in your opening hand, don't play it. Card advantage and a little burn never hurts.
Thunderstaff: Offense and defense in one nice package. Feel free to use it on an opponent's creatures when they're attacking someone else as long as that player is already your enemy.
Tectonic Edge: Specifically for Maze of Ith and it's ilk. Phel has some trouble with it since I don't play Lightning Greaves.
I actually used to run the CoPs in this deck but eventually opted for the Runes. Even though the CoPs can be payed for with colorless, I like that you can cycle the Runes if you're not playing against a given color. Additionally, I haven't played a game yet where I wished I had more white mana. Usually the fact that I can prevent damage is enough for someone to not want to attack. However, Story Circle is an idea I've been playing around with for a long time but never implemented.
Also, I've read that thread numerous times, and it's probably my favorite thread on this site. However, each time I've read it I've gotten something new from it, and I haven't read it in a bit, so that might be a good idea. Thanks for reminding me about it!
1x Angus Mackenzie
1x Brigid, Hero of Kinsbaile
1x Dawnglare Invoker
1x Draining Whelk
1x Gomazoa
1x Mistmeadow Witch
1x Novablast Wurm
1x Nullmage Advocate
1x Questing Phelddagrif
1x Shieldmage Advocate
1x Spurnmage Advocate
1x Trygon Predator
1x Ursapine
1x Wall of Hope
1x Yavimaya Elder
1x Bant Charm
1x Cultivate
1x Desertion
1x Dismantling Blow
1x Dismiss
1x Explosive Vegetation
1x Hinder
1x Kodama's Reach
1x Mystic Melting
1x Reins of Power
1x Resounding Silence
1x Return to Dust
1x Slice in Twain
1x Spell Crumple
1x Spelljack
1x Spin into Myth
1x Sprouting Vines
1x Storm Seeker
1x Briar Patch
1x Collective Restraint
1x Ghostly Prison
1x Leyline of Sanctity
1x Lignify
1x Mantle of Leadership
1x Privileged Position
1x Propaganda
1x Reverence
1x Rune of Protection: Artifacts
1x Rune of Protection: Black
1x Rune of Protection: Blue
1x Rune of Protection: Green
1x Rune of Protection: Red
1x Rune of Protection: White
1x Teferi's Moat
1x Telepathy
1x Treasure Trove
1x Armillary Sphere
1x Crawlspace
1x Crystal Shard
1x Predator, Flagship
1x Soul Conduit
1x Sword of Fire and Ice
1x Thunderstaff
1x Garruk Wildspeaker
1x Bant Panorama
1x Command Tower
1x Evolving Wilds
1x Terramorphic Expanse
1x Graypelt Refuge
1x Seaside Citadel
1x Sejiri Refuge
1x Tectonic Edge
10x Forest
10x Island
10x Plains
This is somewhat of a budget deck. It is not meant to be overly competitive.
Winning through political manipulation is the idea, however this is NOT a group hug deck. This deck should not be played by giving other players card advantage in return for an alliance with them either. I've usually played this deck on MTGO in four player free for alls. The strategy for this deck can be divided into three phases:
Phase 1: Discourage attackers. From what I've seen, people in the early game will generally go after the person who's open, ceteris parabus. Play cards like Wall of Hope, Gomazoa (a great aggro/voltron general deterrent), and the Runes to make it so it would make more sense to attack someone else. If you can, identify the patsy in the game if there is one, and just wait for him to be taken out. Don't play Phel during this phase or anything like Spelljack or SoFaI that would draw attention. Only destroy artifacts and enchantments in this stage if they are directly harming you. Same goes for creatures and countering spells. No attacking anyone either unless you plan on making an enemy out of them for the rest of the game. Also, don't overextend yourself in this phase. Even if you can play something, hold it back if you don't NEED to play it. The longer this phase goes on, the better. That usually means that the other players will have had more time to build up grudges against each other and weaken each other.
Side note: The way that this deck generates card advantage is through what I call "negative advantage", a strategy unique to multi-player. Basically, you let other people deal with threats as long as they're not directly threatening you. For each card they play which destroys a threat, it's one more card you can save for later and one less card that they have.
Phase 2: After one player has lost (assuming you weren't the patsy), you should immediately team up with one of the two remaining players. Specifically, you should team up with the weaker one. Hopefully, the board state has evolved to a point where one player is in a much better position, and it makes sense to ally with the other player against them. This is often the hardest and longest phase of the game. Send out Phel now, but only support your partner as needed. Your partner should be the primary target since it should be difficult for the other player to harm you with your defenses.
Side note: You may be wondering why I don't play:
Primeval Titan
Consecrated Sphinx
Solemn Simulacrum
Lightning Greaves
Mind's Eye
Mimic Vat
Steel Hellkite
Vorinclex
Jin-Gitaxias
Eternal Witness
Praetor's Counsel
Terastodon
Genesis Wave
Rite of Replication
etc
Besides for all being things which can make you a target, honestly, it's because I'm tired of seeing them in every game. Nothing against people who use them because they are amazing cards. I guess I'm just being a contrarian hipster. Feel free to sub them in (or anything else for that matter) if you try out the deck.
Phase 3: After the second player has lost, all that's left is to go all out. Immediately throw everything you've got at the hopefully weakened former partner. The sooner you end it, the better.
Side note: Kill Riku.dec first if they're in the game.
I've only tested a weaker version of this deck on MTGO, but the longer I've played it, the better I've gotten with it. Lately, it's been quite successful. You get a lot of satisfaction winning with this deck too since every win is unique. I also recommend going on MTGO and simply watching game after game of Commander to study player behavior in order to improve your ability to play this deck. I have no idea how it would perform yet in paper, but I plan to build it soon. I put in more cards like Teferi's Moat and Crawlspace in this version because my group of friends will know the point of the deck. Therefor, cards which are not psychological threats, but rather forceful deterrents are played more so that even if they know what you're trying to do, it doesn't make logical sense to attack you (which could leave them open as well). The online version has more cards like Curtain of Light, Hindering Light, and a lot of cards like Mystic Restraints.
Weaknesses of the deck:
1. Since this deck expects a longer game, it sets up defenses early. If you're playing against a bunch of cutthroat combo players, prepare to eat dirt. You shouldn't be playing this deck anyway against those kind of decks. But if you do, kudos if you still manage to win.
2. Any deck that is just TOO good. They say in some martial arts that you fight by using your opponent's strength against them. That's kind of the idea here, however, if they're THAT much stronger than you, it really doesn't work. I'm talking 12 Magmatic Forces out at once kinda thing.
3. On that note, it plays no board wipes. You have to rely on someone else to wipe the board or you have to manipulate the field (and counter spells) so that it never needs to be wiped in the first place. If you want to try adding a Wrath or something, feel free though.
Individual card comments:
Phelddagrif: The primary win condition. Use his green ability to take out attacking creatures you don't like (if they're attacking another player). His white ability should just be used for evasion or keeping someone in the game if you know you can't win without them. This shouldn't happen very often though. Also, if you do need to play Phel early for defense, feel free to get a few quick hits in with him while he's there. You'll probably win through general damage, so if he needs to fly (or even if he doesn't), don't hesitate to give the same player you're attacking 2 life. Don't be afraid to use his blue ability! The ability to play him the entire game for four mana is incredibly helpful. Also, reward one of the players with a card who wasn't the one who tried to destroy him. When you get towards the late game though, you might not want to use it as much since you should have plenty of mana.
Dawnglare Invoker: This is a late game/phase 2 or 3 card. There's no point in playing her early when she'll probably die two turns later.
The Advocates: Try to return lands and useless cards if you can. They can be helpful in phase 2 when you and your partner need to kill something quickly, and your partner has a kill spell in his graveyard.
Novablast Wurm: Late game only. Possible win condition.
Ursapine: Use his ability the same way as Phel's in order to indirectly take out attacking or blocking creatures you don't like. Also, use it on Phel himself in the late game.
Tuckers: Bant Charm, Hinder, Spell Crumple, Spin into Myth. Save these for generals, and only if the player is a threat. Lignify is also an odd general disabler in the late game when things aren't dieing as often.
Desertion/Spelljack/Draining Whelk: Potential win conditions. Use late game only.
Counterspells/artifact and enchantment destruction/creature removal: Save for only threats that are directly harming you OR if you're fairly certain no one else can take care of the threat, and if it continues to be on the board you'll all die (I'm look at you C. Sphinx). To make up for the lack of "real" card draw like Mind's Eye or Recurring Insight which can draw hate, most of these are cantrips.
Storm Seeker: Speaking of C. Sphinx and anyone who plays Praetor's Counsel or massive card draw...this is a present for them. Sword through the brain.
Reins of Power: Surprise win condition.
Defensive Enchantments: Briar Patch, Asceticism, Collective Restraint, etc. Play these anytime. The earlier, the better.
Mantle of Leadership: Win condition on Phel. Now instead of "G: Gains trample and an opponent gets a 1/1", it says "G: Gains trample and +2/+2, and an opponent gets a 1/1".
The Runes: These are the MVPs of the deck. They get around protection, Lightning Greaves, and Das Boots. Progenitus's worst nightmare.
Telepathy: Only a psychological threat. If people see Prime Time in someone's hand, they might go after them first. As a sign of goodwill (and to let people know you can counter their stuff if they try anything funny), you might even show your hand too. But if you do, you have to keep showing it for as long as Telepathy is out.
Treasure Trove: A very nonthreatening card draw tool which works great late game.
Crystal Shard: Used primarily to rescue your own stuff. However, there may be creative uses that come up as the board state develops.
Predator, Flagship: A phase 2 card. Gives both evasion and some much needed removal.
Soul Conduit: A phase 2 card. It shows people that attacking you is pointless if you can get all the life back. It can also be used with Phel's white ability. Give them a ton of life, then take it right back. Finally, it can be used to remove a dangerous player from the game as long as one creature can sneak a hit at them, and someone else is low on life.
Sword of Fire and Ice: Late game card. Even if you draw it in your opening hand, don't play it. Card advantage and a little burn never hurts.
Thunderstaff: Offense and defense in one nice package. Feel free to use it on an opponent's creatures when they're attacking someone else as long as that player is already your enemy.
Tectonic Edge: Specifically for Maze of Ith and it's ilk. Phel has some trouble with it since I don't play Lightning Greaves.
Elspeth and Garruk: Again, late game.
Land fetch: Cultivate, Yavimaya Elder, Explosive Vegetation, Kodama's Reach, Sprouting Vines, Armillary Sphere.
Well, that's it.
[Primer] WBR Tariel: You'll Thank Me For This WBR [Primer]
GGG Dosan of the Green Rainbow GGG
RWU Zedruu: I Ain't Even Mad RWU
also, id recommend you skim over this:http://forums.mtgsalvation.com/showthread.php?t=291478
Who knows, you may get some ideas and find cards you never heard/thought of.
540 Peasant cube- Gold EditionSomething SpicyAlso, I've read that thread numerous times, and it's probably my favorite thread on this site. However, each time I've read it I've gotten something new from it, and I haven't read it in a bit, so that might be a good idea. Thanks for reminding me about it!
[Primer] WBR Tariel: You'll Thank Me For This WBR [Primer]
GGG Dosan of the Green Rainbow GGG
RWU Zedruu: I Ain't Even Mad RWU