Speaking of which, my friend and I tried to apply the tribal idea last night... and it turned out to be a royal pain in the ass.
Not sure what was such a pain but a tribal approach could actually work pretty well considering each color has a very distinct tribe associated with it (Merfolk, Goblin, Elf, Zombie, Soldier and Construct) so you could still keep the decks mono-colored like you wanted.
I think you're finding things difficult with all this because you'e trying to force alliances between certain decks/colors when that's not really needed. The game does that for you already by putting targets on the biggest threats. If someone plays a 15/15 trample creature, you can bet someone is going to throw a removal spell at it.
Setting up premade alliances between decks also reduces the fun of replay-ability since it always forces you to play with the same allies. If you randomly end up playing the white deck then it's like, 'well I guess I'm allied with the green guy again'. At that point you might as well be playing the premade Duel Decks that were meant to be played against one another. Or maybe just get 3 of those Duel Deck sets and call it a day.
It's tough to find things like a mono green card that says "all white creatures get +1+1" in order to force those types of alliances between colors. Normally cards that buff a color or a mechanic based on a color are that color.
One solution could be to make dual color decks where each color is represented twice (GW/WU/UB/BR/RG). Then you can put a card that says "all green creatures get this buff" into one (or both) of the green decks and it'll kinda form an alliance. On the flip side, the hate cards vs one color will also cause the decks with that color to ally together in order to get rid of that player.
If you want to stick with the mono colored decks, another idea could be to purposely set the green, black and red against one another then have the white and blue decks be used as variables that could join any of the other three colors.
Blue has so many cards that just straight up change the color of permanents and spells and land types (Mind Bend). So the blue player could choose which team he wanted to ally with (or against) and change the hate cards acordingly.
Then at the same time, white has a ton of cards that have you choose any color as you play them so the cards can protect (Bathe in Light) or destroy (Pentarch Paladin) based on what team they want to play on as well.
My only suggestion would be to maybe make two different grades, one for EDH and one for constructed, since so many of the comments say something along the lines of "this is a bomb in EDH but crappy for constructed".
Rezzahan is correct. It even says it in the card rulings.
"4/18/2017: All split cards have two card faces on a single card, and you put a split card onto the stack with only the half you're casting. The characteristics of the half of the card you didn't cast are ignored while the spell is on the stack. For example, if an effect prevents you from casting green spells, you can cast Destined of Destined // Lead, but not Lead."
This was the base for the Worldfire deck I used to run. The main combo was to have an extort creature and Possibility Storm in play and then cast a cheap sorcery with extort (having the pstorm trigger first) and pstorm into Worldfire. Then the extort trigger finishes off the opponents.
Sun Droplet was a card that came to mind when I first saw Crested Sunmare. Get hit a couple times early then just save the counters till the Sunmare hits the board.
IMO group hug doesn't always have to mean helping EVERYONE at the same time. It can also mean helps you and just one other opponent while still being a detriment to the rest.
I don't think this works how you want it to work. The second casting of Approach of the Second Sun has to be "from your hand" for the 'win the game' statement to be true. The card you cast using Aetherworks Marvel is still considered part of your library since you're just looking at it and not actually drawing it. You could use the Aetherworks Marvel to cast the first copy of Approach of the Second Sun but the second one would need to be cast from your hand to win the game.
If you can't find additional suitable 3-4 CMC creatures, maybe Cloudstone Curio to replay the good ones you already have. You already have the Enlightened Tutors to play just 1-2 and fetch em up when needed.
I'd play Spike Weaver instead of Spore Frog. It's basically three times the amount of fog effects and with an activated ascension, this will stick around after the fogs get used.
[Edit] Doh, and then I saw the budget comment so Spike Weaver probably wouldn't work for you.
Life // Death is a fun interaction with Throne of the God-Pharaoh, although I'd be super afraid of running into a Kozilek's Return type effect and losing all my lands. I'd definitely consider something more along the lines of Natural Affinity so if my lands go down, my opponents lands are comin with me, lol.
Not sure what was such a pain but a tribal approach could actually work pretty well considering each color has a very distinct tribe associated with it (Merfolk, Goblin, Elf, Zombie, Soldier and Construct) so you could still keep the decks mono-colored like you wanted.
I think you're finding things difficult with all this because you'e trying to force alliances between certain decks/colors when that's not really needed. The game does that for you already by putting targets on the biggest threats. If someone plays a 15/15 trample creature, you can bet someone is going to throw a removal spell at it.
Setting up premade alliances between decks also reduces the fun of replay-ability since it always forces you to play with the same allies. If you randomly end up playing the white deck then it's like, 'well I guess I'm allied with the green guy again'. At that point you might as well be playing the premade Duel Decks that were meant to be played against one another. Or maybe just get 3 of those Duel Deck sets and call it a day.
One solution could be to make dual color decks where each color is represented twice (GW/WU/UB/BR/RG). Then you can put a card that says "all green creatures get this buff" into one (or both) of the green decks and it'll kinda form an alliance. On the flip side, the hate cards vs one color will also cause the decks with that color to ally together in order to get rid of that player.
If you want to stick with the mono colored decks, another idea could be to purposely set the green, black and red against one another then have the white and blue decks be used as variables that could join any of the other three colors.
Blue has so many cards that just straight up change the color of permanents and spells and land types (Mind Bend). So the blue player could choose which team he wanted to ally with (or against) and change the hate cards acordingly.
Then at the same time, white has a ton of cards that have you choose any color as you play them so the cards can protect (Bathe in Light) or destroy (Pentarch Paladin) based on what team they want to play on as well.
My only suggestion would be to maybe make two different grades, one for EDH and one for constructed, since so many of the comments say something along the lines of "this is a bomb in EDH but crappy for constructed".
"4/18/2017: All split cards have two card faces on a single card, and you put a split card onto the stack with only the half you're casting. The characteristics of the half of the card you didn't cast are ignored while the spell is on the stack. For example, if an effect prevents you from casting green spells, you can cast Destined of Destined // Lead, but not Lead."
Seems like a fun idea but I'd wanna take it one step further and get all the cool new fatty dinos involved; Zacama, Primal Calamity, Zetalpa, Primal Dawn and Ghalta, Primal Hunger.
Maybe sneak in a World Shaper for some self mill into ramp and slap a Karmic Guide under a Mimic Vat for some recursive fun.
Slaughter the Strong - nice cheap semi board wipe
Induced Amnesia - will be going right into my Auratog deck
Forerunner of the Coalition - Each opponent goodness
Gruesome Fate - Each opponent goodness. Will prolly try this out with Nest of Scarabs/Hapatra, Vizier of Poisons.
Twilight Prophet - Each opponent goodness but it does require you to jump through some hoops
Ravenous Chupacabra - Just like everyone else will be
Huatli, Radiant Champion - Doesn't seem to difficult to get a permanent Beck // Call effect
Zacama, Primal Calamity - Big beater with abilities, I like
4x Faithless Looting
4x Sign in Blood
4x Worldfire
4x Dark Ritual
4x Seething Song
Creatures
4x Basilica Screecher
4x Thrull Parasite
4x Possibility Storm
4x Scroll Rack
Arbiter of Knollridge
Nullmage Advocate/Pulsemage Advocate (or any of the Advocate cards)
Phelddagrif
Questing Phelddagrif
Veteran Explorer
Jace Beleren (party Jace)
Benevolent Offering (or any of the Offering cards)
Path to Exile (its still removal but at least they get a land out of it. Can be used on someone that's mana screwed)
Tempt with Discovery (or any of the Tempt cards)
Trade Secrets
Rites of Flourishing
Vow of Duty (or any of the Vow cards)
IMO group hug doesn't always have to mean helping EVERYONE at the same time. It can also mean helps you and just one other opponent while still being a detriment to the rest.
AND Ink-Treader Nephilim for super ultra redundancy!! LoL
Axebane Guardian does produce any colors you'd need
[Edit] Doh, and then I saw the budget comment so Spike Weaver probably wouldn't work for you.