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Mana prison deck. Attack prevention and multi-draw control. Variable win conditions, including permanent mana-screw. Will probably make your friends cry or want to throttle you.
Mulligan for lands and mana accel artifacts. Play an early 'ghostly prison' effect, then hit Zedruu and an early 'arrest'-style aura that you'll lend to your opponent next turn. When you start drawing 2cards, you'll soon be drawing 3 or 4 each turn. Whenever you can, destroy lands. This is what it's all about. Keep the cheap counters to protect Zedruu or mass enchantment removal, then let your opponents hit each other. They won't be able to pay to attack you and they might even have to discard their high-CMC goodies. Landless exhaustion will lead you to win.
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