You knew some dumb shit would try it, and here I am, trying it even before the cards are on here, because I have no desire to win my games, and here you are, reading this, because you enjoy fun concepts that you can scoff at.
My thinking here is to run 2 of each Shrine for maximum variety (at the cost of consistency, which is an issue when specific effects are needed) and 3 copies of Sanctum of All, that way there's a higher chance of drawing the thing that lets us tutor for whatever we need (the doubled triggers are nice, but not a real consideration since that's pretty win-more, and I'm not that naive).
From there, we have 25 lands with a very painful split (I'm thinking about cutting some of the fetches for more rainbow lands, but I need to test strong text more to see if upfront life loss is better or worse than loss over time) that makes the chances of casting anything on curve pretty likely.
After all that, 12 card slots remain for removal and card draw, and I've elected to have a 6/6 split for both of those, giving 4 spots to targeted, early game removal and 2 spots to board wipes (monocolored to make it a little easier on the mana base). Card draw has been combined with ramp in order to increase the potential speed of the deck at the cost of the ability to find things on demand (scry would be a wonderful thing to add on to this in order to increase the likelihood of finding the exact Shrines needed in a situation, but this deck can overdraw lands a lot, and I think ramping into some of the 4 and 5 cost Shrines is more of an upside against being able to prevent drawing into lands in the first place, but who am I to think I know).
That's my thinking right now in rambleform. I'm trying a bit to see if this version works, because I've already got some other ideas for how to make it better...
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Reduce the overall number of Shrines, but increase the individual number of relevant shrines. (Two blue card draw Shrines are unnecessary, the tap Shrine is weak, and the discard Shrine has high variance, just off the top of my head.) This would decrease the maximum potential of the deck, but would increase the floor, which is almost certainly the better play, though it does mean that this deck won't be able to have as many corner cases.
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Add Paradox Haze. While this idea is up for consideration, maybe we could add Sen Triplets, that way we have something to do on the turns where we don't draw anything and have lots of mana open.
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Stop here and wait for an Against the Odds episode with this concept and then just netdeck that and pretend I had the same ideas the entire time.
But yeah, so... there ya go.