Vow of Wildness, an Aura enchantment that gives + 3 / + 3 and trample to the enchanted creature. At first, it looks like a great enchantment to be used on your creatures, in order to make them capable of dealing extra damage or evading bodies that are already big. But the creature enchanted by this aura gains the negative ability that it cannot attack you or planeswalkers you control. Thus, making the possibility of enchanting a creature already big enough of your opponent an even better option, since not only brings the sensation of “Gee, he gave my creature trample and increased its stats. What a nice guy!”, but it also gives you protection. Since, if you are alone at the table, this gigantic and destructive creature of him will be of no use against you. Another exquisite example of Group Hug's strategy is
Tidal Barracuda, a card that allows all players' cards to be played as if they have flash. Except on your turn, where no opponent can play any cards. The group hug strategy, in fact, is not all about favoring the opponent. It's about being one step ahead of the opponent in terms of favoring. Although
Tidal Barracudaforbids the opponent to play on his turn, he will never destroy you because, in addition to helping (a lot), maximizing the slow speed spells he has, it also makes you look like a nice guy who is helping him, and therefore, he will not want to harm you and lose the help you could provide in the future. In return, you will also be strengthening yourself with cards like
Kasmina, Enigmatic Mentoror
Ghostly Prison. This type of piece on your side will make your opponent think twice before attacking you or taking certain actions against you, since it will cost resources on his part, which can be better used against other opponents, who not only are unprotected, as they are not as benevolent and cool guys as you are. Thus, all your cards will need to have a double value, so that they favor the opponent in the first place, but they favor you secondarily and with greater intensity. Thus, it can be said that your deck must be assembled in order to kill "two rabbits with one stone".
Kwain, Itinerant Meddler. Besides Kwain being a name not so cute for a rabbit, the card is a addition more than welcome for the Group hug decks. Unfotunately, this hairy creature comming directly from Alice in the Wornderland, is not good to be the main commander of your deck. It's ability don't sustain a whole deck on it's shoulders, since is much more generic than other commanders of the Group hug style, and your colors (blue and white) are very limited, since this type of strategy beneficits itself more easily from decks of three or more colors, and put's great weight on the green color. Kwain is a wizard too, besides being a rabbit, but that's not what matters about him. But if you have a wizard tribal and wants to try it, go ahead! Even though Kwain does not serve as the central gear of his Swiss watch made of 100 pieces of colored cardboard, it definitely serves as one of the best gears. In fact, as of today, I don't build any Group Hug deck without him as one of the ninety-nine cards in the deck. Its ability is very simple, when tapped, it allows all players, including opponents, to make the choice of whether or not to draw a card from their decks, and those who have opted in to draw still gain a life point. This ability is the pure liquid of the Group Hug extracted straight from the source, favoring opponents with an pluss that they will take full advantage of, not only contributing to their image through the other players at the table, but also creating the aforementioned situation in that everyone benefits, especially you, since Kwain is a reliable draw engine and can be accumulated with enchantments like
Teferi's Tutelage, which will help you get more pieces to build your field in a way that will give consistency to you. Or
Freed from the Real, a card that lets you turn and untap the enchanted creature, allowing you to take advantage of Kwain's draws more than once. And adding it all up with
Narset, Parter of Veilsor a
Hullbreacher, you can turn your opponents' draw into an advantage just for you by turning this rabbit into a real monster. Of course, if you do that, it won't look so nice to the table. But hey, it's only ideas. And if you're uncomfortable with your opponent earning a fearful hit point, nothing that a
Psychosis Crawlerwon't solve. Using ways to optimize the draw provided by your rabbit friend, you will always be at an advantage, since your deck was built with the aim of accumulating cards on the table, strengthening in a connected way, while many decks of the format are assembled in a way prioritizing certain moves, leaving opponents with more options than they can handle, and of course, you'll already have answers for them in mind.
Kwain, Itinerant Meddleris definitely a fun card, and my favorite card from my collection. It strengthens a style of play that is not well known, or explored, as well as has everything to fit into other more passive archetypes, such as political control and Pillow Fort. All of these strategies are extremely valid, fun and I loved talking about them here.
Kwain, Itinerant Meddlera perfect addition in itself for any deck enthusiast of this type of sadism art, but it also opens up interesting perspectives of what Wizards development team have for this archetype that is, without a doubt, , one of my favorites. I just hope that some good Mono Red rabbit comes out for me to use on my big decks.