They'll probably create a new multiplayer-themed mechanic, which is fine by me. I think they've been getting better over time, with Tempting Offer and Will of the Council being far ahead of Join Forces and the Vow cycle. I have multiple decks with a political bent, so I'll be glad to see these.
I also expect to see more commander-specific cards, as they find interesting effects that only work in this format. For example:
"CARDNAME can't be blocked except by commanders."
"UU: Counter target spell that targets your commander."
"CARDNAME gets +1/+1 and has trample as long as you control your commander."
"Enchanted creature gets +2/+2 and has flying. Your commander has flying and shroud."
The option I'd vote for was not in the poll. I won't refuse to play against someone using a lock as their win condition, but I don't enjoy trying to stop the prison from being assembled and I would not enjoy piloting such a deck. I will concede just to save time if I'm successfully locked out of the game. The way I see it, it's a dirty job but someone has to do it.
My vote would be "Annoying! I won't let you win next time!"
I'd love another creature with Mogg Maniac/Boros Reckoner/Spitemare/Stuffy Doll's ability, but that's probably too specific. I just hope that the decks are roughly the same power level and one of them isn't obviously the best.
I've got eight decks, but my favorite is probably my Gisela, Blade of Goldnight deck. I call it "Firebender" because it's all about manipulating huge sources of damage. It's got damage-based sweepers, damage doublers, and infinite damage combos using Boros Reckoner and friends. It's not really a combo deck though, and beating face with Gisela is always an acceptable plan C. The thing I love about it the most is how all the on-theme cards come together to make a different experience every game.
Notable combos: Mogg Maniac + Guilty Conscience + Boros Charm (indestructible mode) could be a turn 3 win. Volcano Hellion + Alabaster Mage for unlimited life.
Another time I played Furnace of Rath into Heartless Hidestugu and won because I was the only player with an odd life total.
My playgroup is pretty laid back, so we don't always enforce a game loss if a player draws without paying for a Pact. That said, the higher the stakes, and the longer the game has gone on, the more strictly we crack down.
Kind of off-topic, my favorite case of Death by Pact was when I used Meletis Charlatan to have a player copy his own Summoner's Pact; the following players removed enough of his lands where he was unable to pay the cost for both.
I don't change my graveyard order, but I don't unnecessarily enforce that other players keep it correct either. There aren't any cards where it matters in my meta that I've seen, so it makes no difference whether the Aura goes into the graveyard above or below the creature it enchanted. Sometimes a player will leave a spell he's cast on the stack for a couple turns before anyone reminds him to put it in the graveyard.
Yes, it's technically against the rules. Until it actually matters, I don't care if people do it.
Edit: When I use Spellweaver Volute, I set the enchanted card aside even though it's technically still in the graveyard.
He might have meant politicking; if he presents as low enough of a threat, his opponents will take each other out. My Phelddagrif deck does this to good effect using splashy group hug cards.
Second, do you only have 29 lands? And no Cabal Coffers? I'd think you get mana screwed often. You should add more mana rocks like Mind Stone and Worn Powerstone to help ramp into Endrek before turn five.
I'm a straight-up Johnny, I build and play decks for creative expression. While most of my decks have combos in them, I'd only call one of them (Gisela) a combo deck. It has a lot of pieces that can combine to make an instant-win combo (e.g., Gisela, Blade of Goldnight + Heartless Hidetsugu or Mogg Maniac + Boros Charm + Guilty Conscience). Even so, I chose to take out Sunforger and eschew other tutors because I don't want to spend every game putting a combo together.
I have a Phelddagrif deck that I like to compare to Littlefinger from Game of Thrones - it seems useful and harmless, but every action is designed to eventually bring victory. It lays low in the early game, using spot removal and board wipes to keep combo players from winning outright. At the same time, it bumps up the aggressive players enough so that the control players use up their resources to stop them. The key to winning is to control not the board state but the other players' perception of who is winning. My card choices are designed to be non-threatening, but have the ability to bring the pain when it really counts. As such the best strategy is often to wait on playing group hug cards until the circumstances are just right.
It would be easy to run so many lords that you have no room for changelings. My Reaper King deck focuses on tutoring/recursion with only a few lords that simply boost power/toughness. The full decklist is here http://tappedout.net/mtg-decks/the-trouble-with-tribals/ but here are some highlights:
Number of changelings. Some of the changelings are really good, but the common ones are semi-vanilla filler that suck if you don't have a few lords. I run just 11, instead focusing on choosing the best tribal cards to support them. The must-includes in my opinion are Mirror Entity (the MVP), Shapesharer, Amoeboid Changeling, Crib Swap, and Shields of Velis Vel. I also included the three with Champion a creature (Changeling Berserker, Changeling Hero, Changeling Titan) because you can infinitely loop them championing each other and destroy all your opponents' permanents if you have Reaper King out.
Color balancing. There's an abundance of tribal cards in all colors, but because so many of them require double- or triple-colored mana, I chose to weight my deck unevenly. It's about 40% blue, 25% red, 20% white, 10% black, and 5% green. Needless to say, the mana base is tricky; just make sure to leave room for tribal lands like Swarmyard and Mutavault.
Backup tribes. You could include one lord from each of 30 different tribes, but then you'll have too many cases where they do nothing because you have no changelings. Focus on a few tribes to support each other if you need to; I use Goblins, Slivers, and Wizards but Zombies/Elves would be good if you have enough in those colors.
Lord choices. I wouldn't include lords just because they grant +1/+1 and a minor combat ability; each one should make your changelings a force to be reckoned with. Look for awesome abilities like indestructible (Kinsbaile Cavalier), permanent destruction (Harmonic Sliver, Tuktuk Scrapper), or +2/+2 or more (Lovisa Coldeyes, Megantic Sliver, Sunrise Sovereign). Card advantage is also important! Reaper King is definitely my durdliest deck and it's vital not to overextend too much. Use repeatable tutors like Higure, the Still Wind, Azami, Lady of Scrolls, or Lin Sivvi, Defiant Hero. The more tutors you have, the fewer of the crappy changelings you'll need to rely on.
I could go on and on, but I want to keep this post short. Let me know if I wrote anything you'd like me to follow up on.
I also expect to see more commander-specific cards, as they find interesting effects that only work in this format. For example:
"CARDNAME can't be blocked except by commanders."
"UU: Counter target spell that targets your commander."
"CARDNAME gets +1/+1 and has trample as long as you control your commander."
"Enchanted creature gets +2/+2 and has flying. Your commander has flying and shroud."
My vote would be "Annoying! I won't let you win next time!"
Notable combos:
Mogg Maniac + Guilty Conscience + Boros Charm (indestructible mode) could be a turn 3 win.
Volcano Hellion + Alabaster Mage for unlimited life.
Another time I played Furnace of Rath into Heartless Hidestugu and won because I was the only player with an odd life total.
Kind of off-topic, my favorite case of Death by Pact was when I used Meletis Charlatan to have a player copy his own Summoner's Pact; the following players removed enough of his lands where he was unable to pay the cost for both.
Yes, it's technically against the rules. Until it actually matters, I don't care if people do it.
Edit: When I use Spellweaver Volute, I set the enchanted card aside even though it's technically still in the graveyard.
I'm wearing pants because I'm at work right now.
First, Skullclamp.
Second, do you only have 29 lands? And no Cabal Coffers? I'd think you get mana screwed often. You should add more mana rocks like Mind Stone and Worn Powerstone to help ramp into Endrek before turn five.
Third, for additional draw effects you could have Slate of Ancestry or Necropotence... consider Magus of the Abyss and Anowon, the Ruin Sage for more sacrifice effects.
The decklist is here: http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/511138-phelddagrif-hugs-and-handshakes (not entirely up to date)
What I like most about it is its flexibility. It's got group hug cards (Prosperity, kingmaker cards (Eldrazi Conscription), spot removal (Oblation), and board wipes (Wrath of God); but it also has mass land destruction (Cataclysm), hate bears (Aven Mindcensor), and just plain mean spells (Amnesia). It wins a majority of games but my playgroup still doesn't hate it, so I know I'm doing it right.
EDIT:
In addition to combos with Stuffy Doll and the like, I run damage doublers Furnace of Rath, Dictate of the Twin Gods, and Quest for Pure Flame. Depending on your deck, you'll probably also want either Flame Servant or Gratuitous Violence.
My burn suite is primarily for damage to creatures; I have Blasphemous Act, Chain Reaction, Comet Storm, Inferno, Bonfire of the Damned, and little Breath of Darigaaz. If you want burn to the face as a win condition, you might want additional X-spells--Fanning the Flames for a more controlling build, or perhaps Devil's Play/Demonfire. Your options increase as you add more colors, too.
Number of changelings. Some of the changelings are really good, but the common ones are semi-vanilla filler that suck if you don't have a few lords. I run just 11, instead focusing on choosing the best tribal cards to support them. The must-includes in my opinion are Mirror Entity (the MVP), Shapesharer, Amoeboid Changeling, Crib Swap, and Shields of Velis Vel. I also included the three with Champion a creature (Changeling Berserker, Changeling Hero, Changeling Titan) because you can infinitely loop them championing each other and destroy all your opponents' permanents if you have Reaper King out.
Color balancing. There's an abundance of tribal cards in all colors, but because so many of them require double- or triple-colored mana, I chose to weight my deck unevenly. It's about 40% blue, 25% red, 20% white, 10% black, and 5% green. Needless to say, the mana base is tricky; just make sure to leave room for tribal lands like Swarmyard and Mutavault.
Backup tribes. You could include one lord from each of 30 different tribes, but then you'll have too many cases where they do nothing because you have no changelings. Focus on a few tribes to support each other if you need to; I use Goblins, Slivers, and Wizards but Zombies/Elves would be good if you have enough in those colors.
Lord choices. I wouldn't include lords just because they grant +1/+1 and a minor combat ability; each one should make your changelings a force to be reckoned with. Look for awesome abilities like indestructible (Kinsbaile Cavalier), permanent destruction (Harmonic Sliver, Tuktuk Scrapper), or +2/+2 or more (Lovisa Coldeyes, Megantic Sliver, Sunrise Sovereign). Card advantage is also important! Reaper King is definitely my durdliest deck and it's vital not to overextend too much. Use repeatable tutors like Higure, the Still Wind, Azami, Lady of Scrolls, or Lin Sivvi, Defiant Hero. The more tutors you have, the fewer of the crappy changelings you'll need to rely on.
I could go on and on, but I want to keep this post short. Let me know if I wrote anything you'd like me to follow up on.