This is my Phelddagrif Group Draw deck. The idea is to help everybody out, get a no max hand size, then attack with really big beaters to kill the last couple of people. It's still just a prototype, so any suggestions would be welcome. Thanks in advance!
4 Phelddagrif
CREATURES:
4 Rafiq of the Many
3 Walking Archive
3 Heartwood Storyteller
4 Tomorrow, Azami's Familiar
5 Aeon Chronicler
5 Kiyomaro, First to Stand
4 Maro
6 Masumaro, First to Live
6 Multani, Maro-Sorcerer
5 Overbeing of Myth
6 Soramaro, First to Dream
2 Kami of the Crescent Moon
4 Oracle of Mul Daya
5 Prophet of Kruphix
7 Serra Avatar
6 Consecrated Sphinx
5 Psychosis Crawler
ARTIFACTS:
4 Font of Mythos
2 Howling Mine
2 Empyrial Plate
5 Venser's Journal
1 Library of Leng
0 Spellbook
3 Temple Giant
2 Lightning Greaves
3 Whispersilk Cloak
1 Sol Ring
2 Azorius Signet
2 Simic Signet
2 Selesnya Signet
1 Ivory Tower
4 Otherworld Atlas
5 Righteous Authority
3 Rites of Flourishing
3 Empyrial Armor
4 Abundance
2 Primal Rage
2 Temporal Isolation
5 Finest Hour
4 Levitation
SORCERIES:
3 Wargate
5 Overwhelming Stampede
2 Regrowth
3 Recollect
4 Rite of Replication
INSTANTS:
3 Bant Charm
2 Eladamri's Call
2 Constant Mists
3 Safe Passage
4 Illusionist's Gambit
3 Riot Control
4 Ætherize
4 Blunt the Assault
2 Dawn Charm
3 Beast Within
2 Deep Wood
2 Moment's Peace
2 Respite
2 Tangle
3 Oblation
3 Krosan Grip
LANDS:
1 Reliquary Tower
1 Mikokoro, Center of the Sea
1 Alchemist's Refuge
1 Winding Canyons
1 Mystifying Maze
1 Glacial Chasm
1 Kor Haven
1 Temple of the False God
1 Azorius Guildgate
1 Selesnya Guildgate
1 Simic Guildgate
1 Command Tower
1 Calciform Pools
1 Cathedral of War
1 Graypelt Refuge
1 Transguild Promenade
1 Rupture Spire
1 Seaside Citadel
1 Homeward Path
1 Rogue's Passage
1 Saltcrusted Steppe
1 Sejiri Refuge
1 Skycloud Expanse
1 Thespian's Stage
1 Vivid Creek
1 Vivid Meadow
1 Vivid Grove
1 Ardarkar Wastes
1 Hinterland Harbor
1 Arctic Flats
1 Brushland
1 Coastal Tower
2 Island
1 Forest
1 Plains