Been wanting to do something different in 5 color and with the new Teferi spoiled I figured that a Superfriends deck that can really abuse him and Chain Veil might be best. A few Gods for support.
Maze of Ith and Mystifying Maze are both fantastic for defending planeswalkers and pretty easy to work in to the deck. They are even better when coupled with Dueling Grounds, you could even consider the slightly worse red version, Caverns of Despair; be careful though since it's a world enchantment so the 'legend' rule for them may come up in your playgroup.
The absolute best way to shut down all creatures forever is to play the triforce of lockout artifacts; Portcullis, Meekstone, and Ensnaring Bridge. These cards wont make you popular at the table, but each one will severely hamper players who want to play in the red zone.
Sliver Queen and cards that make tokens, like Kher Keep or Trading Post play very nicely with Portcullis. You can sweep the board and then get the only 2 creatures in play to lock out your opponents. You can even respond to them playing a creature by making a token to eat up one of the two available creature slots so their creature to get exiled by Portcullis when it comes into play. Careful: Torpor Orb effects will shut off Portcullis.
Meekstone and Crackdown (Although CD wont stop white creatures.) Meekstone doesn't stop combat, but it makes the price of an attack very heavy, most players wont pay that price. You can even find Meekstone with Trinket Mage. You can combo it with Blind Obedience or the strictly worse Uphill Battle to make lock even vigilant creatures.
Ensnaring Bridge you're mileage will vary with this card, depending on how many cards your drawing off Rhystic Study and your planeswalkers, but it is a hard counter to Craterhoof Behemoth. Sometimes you'll have to keep a low handsize to prevent attacks, but it does stop combat hard unlike Meekstone which only makes them not want to attack.
Fatespinner and Angelic Arbiter are both great at getting opponents to skip their combat steps, but since they are creatures they wont play well the large number of board wipes you can play in 5 color.
U Thassa, God of the Sea (Seafood) G Yisan, the Wanderer Bard BW Teysa, Orzhov Scion BU Phenax, God of Deception WGR Hazezon Tamar WUBRGSliver Queen - Zelda Theme
I did consider Lightmine Field but I would rather just stop creatures from attacking instead of dealing them damage. Which is why I'm planning on adding Moat. It's also why I dropped Rhystic Study and added Trading Post to make Ensnaring Bridge work better.
I like Ætherspouts but I already have Evacuation. It might be a good one to test though.
The Deck
1 Sliver Queen
Her Lands
1 Celestial Colonnade
1 Arcane Lighthouse
1 Maze of Ith
1 Mana Confluence
1 Urborg, Tomb of Yawgmoth
1 Command Tower
1 Reflecting Pool
10 Fetches
10 Shocks
10 Duals
Instants
1 Enlightened Tutor
1 Cyclonic Rift
1 Vampiric Tutor
1 Mystical Tutor
1 Cryptic Command
1 Evacuation
1 Mana Drain
Sorceries
1 Demonic Tutor
1 Wrath of God
1 Supreme Verdict
1 Terminus
1 Decree of Pain
1 Entreat the Angels
1 Time Spiral
1 Hallowed Burial
1 Black Sun's Zenith
1 Wargate
1 Academy Rector
1 Containtment Priest
1 Rune-Scarred Demon
The Friends
1 Tamiyo, the Moon Sage
1 Tezzeret the Seeker
1 Garruk, Apex Predator
1 Ajani Steadfast
1 Jace, Architect of Thought
1 Elspeth, Sun's Champion
1 Liliana Vess
1 Venser, the Sojourner
1 Elspeth, Knight-Errant
1 Jace Beleren
1 Karn Liberated
1 Kiora, the Crashing Wave
1 Ajani, Mentor of Heroes
1 Jace, the Mind Sculptor
1 Garruk Wildspeaker
1 Liliana of the Dark Realms
1 Liliana of the Veil
1 Teferi, Temporal Archmage
Artifacts
1 Sol Ring
1 Mana Crypt
1 Sensei's Divining Top
1 Rings of Brighthearth
1 Chromatic Lantern
1 Helm of Obedience
1 Trading Post
1 Coalition Relic
1 Ensnaring Bridge
1 Spine of Ish Sah
1 Prismatic Omen
1 Humility
1 Privileged Position
1 Doubling Season
1 Assemble the Legion
1 Moat
1 Mana Reflection
1 Rhystic Study
1 Stranglehold
1 Luminarch Ascension
1 Sylvan Library
1 Mirari's Wake
1 Leyline of Sanctity
1 Leyland of the Void
1 Rest In Peace
11/22/14
Finally got a Moat and Mana Drain!
11/17/14
Massive update again with newer walkers, a few more hate cards, and some other token generators.
Let's see how good Containment Priest is.
8/21/14
Big update, added in some stax effect to slow the game down. Added Trading Post due to dying to Mana Crypt twice.
Looking to add:
May also drop the Sliver Hive if I can get a Tabernacle.
Maze of Ith and Mystifying Maze are both fantastic for defending planeswalkers and pretty easy to work in to the deck. They are even better when coupled with Dueling Grounds, you could even consider the slightly worse red version, Caverns of Despair; be careful though since it's a world enchantment so the 'legend' rule for them may come up in your playgroup.
The absolute best way to shut down all creatures forever is to play the triforce of lockout artifacts; Portcullis, Meekstone, and Ensnaring Bridge. These cards wont make you popular at the table, but each one will severely hamper players who want to play in the red zone.
Sliver Queen and cards that make tokens, like Kher Keep or Trading Post play very nicely with Portcullis. You can sweep the board and then get the only 2 creatures in play to lock out your opponents. You can even respond to them playing a creature by making a token to eat up one of the two available creature slots so their creature to get exiled by Portcullis when it comes into play. Careful: Torpor Orb effects will shut off Portcullis.
Meekstone and Crackdown (Although CD wont stop white creatures.) Meekstone doesn't stop combat, but it makes the price of an attack very heavy, most players wont pay that price. You can even find Meekstone with Trinket Mage. You can combo it with Blind Obedience or the strictly worse Uphill Battle to make lock even vigilant creatures.
Ensnaring Bridge you're mileage will vary with this card, depending on how many cards your drawing off Rhystic Study and your planeswalkers, but it is a hard counter to Craterhoof Behemoth. Sometimes you'll have to keep a low handsize to prevent attacks, but it does stop combat hard unlike Meekstone which only makes them not want to attack.
Fatespinner and Angelic Arbiter are both great at getting opponents to skip their combat steps, but since they are creatures they wont play well the large number of board wipes you can play in 5 color.
I do have Norin's Annex but keep going back and forth if it should be in or not
Blind Obedience does seem like a good addition
G Yisan, the Wanderer Bard
BW Teysa, Orzhov Scion
BU Phenax, God of Deception
WGR Hazezon Tamar
WUBRG Sliver Queen - Zelda Theme
I did consider Lightmine Field but I would rather just stop creatures from attacking instead of dealing them damage. Which is why I'm planning on adding Moat. It's also why I dropped Rhystic Study and added Trading Post to make Ensnaring Bridge work better.
I like Ætherspouts but I already have Evacuation. It might be a good one to test though.