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I started with the 2019 preconstructed deck, cut the fluff, overhauled the lands and went from there. I opted for a bunch of "wheel" effects to A) toss my cards so I can cast them for madness costs B) disrupt my opponents' game plan and C) fill up their graves with cards I can later reanimate. Heavy on the removal and aggro creatures, with the wheeling/reanimating plan to compensate for late game lack of huge creatures.EDIT: I actually ditched the "wheeling" part of the deck. I'm working on another deck more focused on wheeling and it makes sense to put my best stuff in there. This allows me to focus more on "madness" and to fix some problems with the deck (mostly ramp, or lack of it).
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NOTE: Set by owner when deck was made.
Update:Cut "Neheb, Dreadhorde Champion" and "Olivia, Mobilized for War" from the deck because they felt awkward. Neheb especially, every time he is on the battlefield I don't want to lose the cards in my hand. Sounds like a great card for this, but I'm not sold on it. Olivia is the same, too many hoops to jump through for value when there are easier and faster ways I feel, like "Mad Prophet" for instance.
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Made a bunch of changes, starting from removing the "wheel" cards. They definitely worked, I'm just moving them into a different deck based on wheeling. I added more ramp to the deck because I'm frequently lagging behind for the early game. Also added some fun stuff that I don't get to use anywhere else ("Tectonic Reformation", "Bag of Holding" and others.