This is what I've put together so far from the ideas in the thread I started on the subject. It's a Radha, Heir To Keld deck with Werewolves, land destruction and tap-down effects to keep opponents off balance.
The basic idea is to keep opponents at limited lands while maximizing the use of mine, hence the low curve of the deck. I've also included several untap abilities and spells to counteract the stasis effects. The number of land fetches is kept low to maintain enough lands to play after a boardwipe.
It's still in the prototype stages, so it'll need a proper shakedown. Some things I'd like to add:
Hypothetically, the gameplan would be aggressive right out of the gate. It should stall out other players by tapping down their resources or destroying them.
1x Afflicted Deserter
1x Chameleon Colossus
1x Daybreak Ranger
1x Eternal Witness
1x Gatstaf Shepherd
1x Genesis
1x Hanweir Watchkeep
1x Huntmaster of the Fells
1x Immerwolf
1x Instigator Gang
1x Keldon Firebombers
1x Kruin Outlaw
1x Lambholt Elder
1x Mayor of Avabruck
1x Mondronen Shaman
1x Ruric Thar, the Unbowed
1x Scorned Villager
1x Seedborn Muse
1x Taurean Mauler
1x Ulvenwald Mystics
1x Urabrask the Hidden
1x Village Ironsmith
1x Wolfir Silverheart
Instant (8)
1x Beast Within
1x Chaos Warp
1x Comet Storm
1x Early Harvest
1x Hunter's Insight
1x Krosan Grip
1x Moonmist
1x Vitalize
1x City of Brass
1x Copperline Gorge
1x Dryad Arbor
9x Forest
1x Forgotten Cave
1x Grove of the Burnwillows
1x Karplusan Forest
1x Kessig Wolf Run
1x Kher Keep
1x Mosswort Bridge
8x Mountain
1x Raging Ravine
1x Rootbound Crag
1x Skarrg, the Rage Pits
1x Stomping Ground
1x Taiga
1x Temple of Abandon
1x Temple of the False God
1x Tranquil Thicket
1x Winding Canyons
Artifact (9)
1x Coalition Relic
1x Gilded Lotus
1x Gruul Signet
1x Sol Ring
1x Static Orb
1x Sword of Feast and Famine
1x Sword of Light and Shadow
1x Talisman of Impulse
1x Tangle Wire
1x Domri Rade
1x Garruk Wildspeaker
Sorcery (16)
1x Blasphemous Act
1x Boom/Bust
1x Creeping Renaissance
1x Cultivate
1x Harmonize
1x Kodama's Reach
1x Life from the Loam
1x Mobilize
1x Natural Balance
1x Primal Command
1x Reforge the Soul
1x Regrowth
1x Ruination
1x Tectonic Break
1x Vandalblast
1x Wildfire
Enchantment (6)
1x Bear Umbra
1x Chaosphere
1x Druids' Repository
1x Full Moon's Rise
1x Quest for Renewal
1x Sylvan Library
The list on tappedout.net
The basic idea is to keep opponents at limited lands while maximizing the use of mine, hence the low curve of the deck. I've also included several untap abilities and spells to counteract the stasis effects. The number of land fetches is kept low to maintain enough lands to play after a boardwipe.
It's still in the prototype stages, so it'll need a proper shakedown. Some things I'd like to add:
Winter Orb - for further stalling.
Blood Moon - to keep expensive landbases honest, and for flavour.
Magus of the Moon - in case I don't draw the enchantment.
Anger - redundant haste effect.
Nature's Will - Tap-down and untap in one.
Crucible of Worlds - obvious inclusion.
Tectonic Instability - theoretically forces players to commit to their main phase.
Mana Web - cuts off a colour.
Impending Disaster - Land destruction that needs to be tiptoed around.
Hypothetically, the gameplan would be aggressive right out of the gate. It should stall out other players by tapping down their resources or destroying them.
Any suggestions are welcome.