Deck in a snapshot: Casual Mardu Aristocrats with a "pillowfort" aspect in conjunction with curses.
Deck History: Typically I play 2-4 player kitchen table at lunch, which typically means fending off multiple opponents while I still proactively going after the primary threat to the table. The particular scenario lends itself to an more EDHish gameplay, which my lunch group opts to go for a more lax "modern" approach where the price of fetches and similarly priced staples are swapped for budget options. Such swaps make 3+ color manabases more challenging while honing the playgroups risk assessment skills, while offering both the thrill of multiplayer and ability to play janky combos consistently.
In most cases you want to get both BW as soon as possible (preferably by turn 2). Ideally you play the tap land turn one if you do not have Wayfarer's Bauble to play turn 1 which you plan to crack turn 2 for your 3rd color which is typically R.
Aristocrats: This is how one wins, be it lifedrain or beat down by the evasive fliers it gets the job done. Though be careful on the damage one takes when swinging out.
Pillowfort: Plan B if nothing else, but more often than not it allows for little drawback when swinging out with attackers.
Curse of Exhaustion: Locks out the problem player at the table or just when the deck needs a lil extra time to get that last bit of damage in.
Curse of Misfortunes: Only 1 as it can enchant only one opponent, but the ability to play the right curse out of the deck on next turn is devastating.
Dictate of Erebos: Turns the loss of creatures on my side of the table into loss for everyone, flash is hilarious with a sac outlet during the combat step.
Mark of the Oni: Steal the best creature out, and if Butcher of the Horde is out can keep it or just sac it to get out the way. Regardless its a win for me either way.
Sphere of Safety: Takes a little bit of setup but turns the curses into damage prevention, worth the mana investment to dodge that pesky damage while you beat face.
Deck History: Typically I play 2-4 player kitchen table at lunch, which typically means fending off multiple opponents while I still proactively going after the primary threat to the table. The particular scenario lends itself to an more EDHish gameplay, which my lunch group opts to go for a more lax "modern" approach where the price of fetches and similarly priced staples are swapped for budget options. Such swaps make 3+ color manabases more challenging while honing the playgroups risk assessment skills, while offering both the thrill of multiplayer and ability to play janky combos consistently.
3 Evolving Wilds
3 Mountain
2 Nomad Outpost
4 Plains
2 Scoured Barrens
7 Swamp
1 Wind-Scarred Crag
2 Blood Artist
3 Butcher of the Horde
4 Viscera Seer
4 Zulaport Cutthroat
Artifact 3
1 Chromatic Lantern
2 Wayfarer's Bauble
Enchantment 11
2 Curse of Exhaustion
1 Curse of Misfortunes
2 Curse of Stalked Prey
2 Dictate of Erebos
2 Mark of the Oni
2 Sphere of Safety
4 Lightning Bolt
2 Swords to Plowshares
Sorcery 5
4x Lingering Souls
1x Painful Truths
2 Mana Tithe: Off color counterspell, potentially useful for early game control.
Manafixers: The most important part of the deck, as it allows for higher consistency of a turn 4 Butcher of the horde.
Though it is a little bit of challenge knowing which colors to "fetch" into, I tend to refer to the following guidelines.
B)Begin setting up your field for a turn 3 lingering souls.
3 Evolving Wilds
2 Wayfarer's Bauble
Aristocrats: This is how one wins, be it lifedrain or beat down by the evasive fliers it gets the job done. Though be careful on the damage one takes when swinging out.
Blood Artist: One of the fundamental cards that appeared in the original The Aristocrats deck.
Butcher of the Horde: Sac outlet, versatile modes,solid stats overall very solid card and worth the mana investment.
Lingering Souls: Primary sac fodder producer that doubles as a win con.
Viscera Seer: Sac outlet, blanks removal, and allows one to dig for the right card all for measly B
Zulaport Cutthroat: The better Blood Artist for multiplayer
Pillowfort: Plan B if nothing else, but more often than not it allows for little drawback when swinging out with attackers.
Curse of Exhaustion: Locks out the problem player at the table or just when the deck needs a lil extra time to get that last bit of damage in.
Curse of Misfortunes: Only 1 as it can enchant only one opponent, but the ability to play the right curse out of the deck on next turn is devastating.
Dictate of Erebos: Turns the loss of creatures on my side of the table into loss for everyone, flash is hilarious with a sac outlet during the combat step.
Mark of the Oni: Steal the best creature out, and if Butcher of the Horde is out can keep it or just sac it to get out the way. Regardless its a win for me either way.
Sphere of Safety: Takes a little bit of setup but turns the curses into damage prevention, worth the mana investment to dodge that pesky damage while you beat face.