I tried a much more "You can all do things!" type of version, but I figured out that the strategy is rather...swingy. You can accelerate the game way out of control, and on turn 4 have a guy come out of nowhere with some silly combo to win the game.
Instead, I decided to remake the deck from the ground up using an age-old concept I like to reinforce; Magic, especially in multiplayer formats, isn't necessarily about winning, it's about not losing.
And before you ask, no, I TOTALLY didn't just make up this idea after it worked in one of my RtR Sealed pools. Never!
Phelddagriff can give your struggling opponents life, cards and blockers, keeping them in the game, and more importantly, off your back.
How does one play this deck?
To be honest, this deck is really designed to help people reach their answers while blowing up silly board states. At the same time, this is a deck of "oh I have to pay a million mana to run into an 0/4 nty attack you instead", which helps the politics game a lot, imo. It seems really weak as a standalone deck (which is why you should NEVER 1v1 with this deck), but you can keep people alive, give them cards to draw, and make friends with this deck like nobody's business.
You're proactive at using various Plague Wind effects to destroy your opponent's creatures, but not your own, and keeping yourself locked up in a fortress of defense through various Ghostly Prison effects. Opponents won't attack you, giving you the opportunity to use your Planeswalker ultimates to eventually give you some way of winning the game once it comes down to a 1v1 situation.
To be honest, I think the cards cut here draw attention to you, which defeats the purpose of the deck. I wanted to add lockdown, pillow fort, and manasinks to the deck, to make sure your opponents are always attacking each other instead of you. Cards like Luminarch Ascension and Garruk in particular are cards that just make you a huge target.
Junktroller, while being a defender, was a liability when casting Austere Command, and its effect wasn't strong enough to keep its spot. Rune-Tail drew way too much attention, being another enchantment to shoot down. Mistmeadow Witch was an absurdly powerful manasink I apparently missed (and it single-handedly won me a game I played while testing this deck with filler slots), and Seedborn Muse with all the mana sinks just makes sense.