If I could choose 2 superpowers that both reflect my personality/style and allowed me to fulfill my ambitions, I've always chosen Superspeed and Adaptive Invulnerability. With these, I'd be the greatest yojimbo in existence and would be a human shield to my friends and those in need. Well, I wanted to build a deck around my style, and this is it. This is my Style Deck.
Speed - Ramp and Tutoring.
Invulnerability - Hexproof and Indestructibility.
This deck is primarily made as an expression of my style of play (bodyguarding) in MTG and is used for fun, casual games among friends instead of just for tournaments. With the right combination of cards from the sideboard selected, this deck is not only almost unbeatable once the combos are locked in place, but can also give each teammate nearly the same defense simultaneously in the last combo. It's relatively fast, very reliable, and, although it's not set up to win in tournaments despite the potential, it's simply a fast and defensive fun deck with elements I like inside and outside of MTG, forged as close to perfection as possible thus far whilst maintaining the style factor. It's original and the first of its likeness.
Once upon a time, on a table cleaned very thoroughly,
Use of the Judge's Familiars/Mausoleum Wanderers and/or Lightning Greaves provide an early prevention of killspells and/or counterspells that target Bloom Tender, the main source of mana. The Familiar also serves as a multicolored permanent to help Bloom Tender ramp, as do the Electromancers. The Recruiters (or Elvish Harbingers) are to almost guarantee getting the Tender on time and adding the 4th mana needed. I use the Tender, a bounceland, and 3 other lands to provide 9 mana to cast and entwine Tooth & Nail around turn 5 and pull out Avacyn and Platinum Angel. This prevents almost all problems, even if just for the moment. If I don't have a T&N by then, the Revelations draw about 6 cards and get one then as well as regain any life lost up to that point. The Plea tutors for Privileged Position and the Wheel. Avacyn/Platinum Angel/Privileged Position is the main combo and it's for making my side indestructible, untargetable, and unlosable.
Next, the Shusher and Dovescape are cast to prevent the few board spells that can get through. Once this "Mother May I" combo is applied, Stoneforge Mystic (or Godo, Bandit Warlord) tutors Sunforger, which then tutors Research/Development, which then tutors everything needed from the sideboard to start the final combo, and the Wheel allows continuous "Sunforging" straight from the library.
To start the final combo, Sunforger tutors Congregation at Dawn, Ink-Treader Nephilim, Leonin Relic-Warder, and Acrobatic Maneuver from the sideboard, as they allow every other card thereafter to be put in and cast. Once Research has put those in the library, Sunforger casts C@D to put the Warder and Nephilim on top of the library to set up. Once those are out, things get a tad complicated...
Sunforger then casts Acrobatic Maneuver on the Nephilim, which in turn targets all my creatures, and the order and results are as such: Relic-Warder exiles Dovescape for the first few cycles so that the rest of the copied Maneuvers can resolve without me having to pay for them. Stoneforge Mystic tutors Lightning Greaves so I can keep Platinum Angel on the field in case of an auto-lose reaction as well as enabling Bloom Tender to tap for mana as soon as it gets flickered (for infinite mana). The Maneuver also draws every card in my library, so that casting every permanent in the deck and outside the game can happen all at once.
So now it's set up for infinite mana and has all permanents needed from the library out on the field. But it doesn't stop there, as I need to help my teammates. So repeat the Research to get the whole sideboard out. This is how each of them work: Mangara and Riftsweeper can literally exile everything desired, but I keep it limited to just the bare necessities. Imperial Mask gives us Hexproof. Pestermite infinitely untaps Spectral Searchlight, giving the team their infinite mana, and sets up Gilder Bairn to double the counters on Elspeth the turn she's played. Then Elspeth and a PrivPosition are traded to each teammate via Avarice Totem so their stuff has hexproof and so they can use her final ability to get the emblem, which puts her right back in my library just to be cast and traded again to the next teammate and so on. If immediate response to a threat spell is necessary, Dovescape is instantly put back onto the battlefield to stand guard again.
Once it's all said and done, my team and I have infinite mana, infinite life, infinite bird tokens, played every card out, removed all threats permanently, have any non-permanents in our graveyards reshuffled back into our libraries, can't be targeted, can't be destroyed, and can't lose. Once the combos are locked in place, there is very, very little any deck can do to get through the defense and you can spend the rest of the game letting your team play out their decks without any problems and play Mother May I with the opponents so they can still play spells (that don't put a dent in the wall of course) and everyone plays happily ever after.
The End