This is the latest deck made for the Obscure Card Challenge:
http://www.mtgvault.com/puschkin/decks/obscure-card-challenge-occ/
I was asked to build a deck around Lobber Crew without using Revised duallands. This is the result.
The deck features lots of cheap multicoloured cards and focusses on replaying them. It also has a few ways to directly untap Lobber Crew. It has quite a few card drawing and mana ramping engines as well and all of them are multicoloured, so they run well with Lobber Crew. See "Tell us how to play it" section for a full rundown.
GENERAL GAMEPLAY:
You don't have 1-drops, so use turn one to play a land that CIPs tapped. Play Lobber Crew as early as possible and keep on using it while you draw more cards and lands with Oracle, Barrier and Passage. Lategame, Pemmin's Aura on Lobber Crew usually means game, alternative path to victory (if opponents can neutralize Lobber Crew) is Clan Defiance.
INDIVIDUAL CARD RUNDOWN:
* COILING ORACLE is a cheap chump blocker that helps you developing because it either draws cards or puts lands into play. If you hold a Kavu, becareful with chump blocking, though.
* JUNGLE BARRIER is a cantripping wall that can kill weenies. In this deck it's better than Wall of Blossoms because it triggers Lobber Crew. Also a Kavu target.
* HORNED KAVU can bounce Oracles or Barriers for extra cards. Since both Oracles and Barriers as well as the Kavu itself are multicoloured, you'll get a lot of extra uses out of Lobber Crew. Note that Horned Kavu CAN be used to bounce itself! That means, with Lobber Crew in play, you can untap Lobber Crew for RG.
* KIORA'S FOLLOWER is obviously best used on Lobber Crew, however, don't forget it could also untap lands or whatever you need.
* GUIDED PASSAGE is an excellent card drawer. You are guaranteed to get a land and the opponent will have a hard time to pick the other two cards because most cards in this deck will net you more cards or combo with Lobber Crew.
* HULL BREACH is the best cheap removal spell for this deck. You might want to swap this for Decimate when you play this in multiplayer, though.
* CLAN DEFIANCE is mainly here because you don't have any flyers. But when you play both green and red, there is no reason anymore to play Hurricane. You can choose to hit flyers, non-flysers or both and you can damage a single player on top of that. So, this is both your main way to get rid of flyers but also your secondary path to victory.
* MANAMORPHOSE could be used as a one-shot manafixer, but the important thing here is that it completly replaces itself and that it qualifies as a multicoloured spell, even if you paid just one colour to cast it. So, it triggers Lobber Crew without costing you a card nor mana (you get back both).
* REKNIT is an underused card. It can regenerate a PERMANENT! It won't live to it's full potential in this deck, though, because you will mainly use it to regenerate Lobber Crew, however, like Manamorphose it counts as a multicoloured spell. Just remember that you CAN use it to regenerate a Pemmin's Aura if it gets disenchanted etc.
* UMBRAL MANTLE is best used on Lobber Crew because it's ability has the untap symbol as an activation cost. So, tap Lobber Crew to do damage and then untap it to get bigger, tap it again to do damage, untap again etc. until you run out of mana. But don't do this in your turn. Wait for opponent's turn so you can use it after blocking.
* PEMMIN'S AURA aka "the Morphling enchantment" is another forgotten gem that costs just a few cents. Slap it on Lobber Crew to become superman! Lobber Crew is now able to untap for one blue mana which is bad news for your opponents. It can also get shroud now whenever you want AND alter it's power and toughness, making it hard to kill.