Let's spin the wheel and see!
Premise
How does the deck win? Well, amidst all the topsy turvy stuff you're still playing sizeable beaters and ramp, so you do present a clock. Cascading from one cascade creature into the next can also create quite an army out of nowhere. Nothing strong or anything, but at precon/lower power level, it can get the job done.
Themes
Roulette spins
As the artcrops already hint at: we're going deep on the cascade cards here. Not just because bouncing the only good ones back to our hand constantly leads to very repetitive patterns, but we're also eschewing tutors as they're antithetical to the variance goals of this deck. We do include some creature bounce cards, just to be able to keep spinning (as the deck features very little card draw). Note that because we're being extremely greedy with the mana curve of the cascade cards, we allow ourselves to run higher cmc spice cards. Naturally, this leads to longer setup times (i.e. setting up the roulette table) and thus a low power level and early game fragility. Trying to fix these issues by including more ramp sadly also makes our spins much less interesting by cutting into our amount of spice, so we're simply not going to do that!
Spice
The spice is entirely up to personal taste. For me, this culminates into a mixture of
1) Stealing from the top of each player's deck (e.g. Stolen Strategy, Share the Spoils, Telemin Performance).
2) Removal through switcheroo and polymorphs (e.g. Grenzo's Rebuttal, Amphin Mutineer, & Wild Magic Surge).
3) Cards that make everyone commit to the board or in some way incentivize them to act (e.g. Wild Evocation, Jinxed Choker, Braids, Conjurer Adept).
The balance between these effects might still need some tuning in my version, as it currently features perhaps too little lasting 'rule changers' (perhaps more group sluggy ones, or something from the recent glut of goad cards). The nice part about this theme is that our removal is almost completely in the form of polymorph-esque effects. This makes even that part of the play experience feel dicey, and also gives our opponents some moments to spin the wheel.
1) Stealing from the top of each player's deck (e.g. Stolen Strategy, Share the Spoils, Telemin Performance).
2) Removal through switcheroo and polymorphs (e.g. Grenzo's Rebuttal, Amphin Mutineer, & Wild Magic Surge).
3) Cards that make everyone commit to the board or in some way incentivize them to act (e.g. Wild Evocation, Jinxed Choker, Braids, Conjurer Adept).
The balance between these effects might still need some tuning in my version, as it currently features perhaps too little lasting 'rule changers' (perhaps more group sluggy ones, or something from the recent glut of goad cards). The nice part about this theme is that our removal is almost completely in the form of polymorph-esque effects. This makes even that part of the play experience feel dicey, and also gives our opponents some moments to spin the wheel.
Decklist
Decklist
Approximate Total Cost:
Further additions/thoughts
Aside from that, there's a couple of new cards I'm looking to add here (they are in the mail, hence the 97 card deck), like Wild Magic Surge, Audacious Swap, and Life of the Party.
Curious to hear what kind of spice you'd add!