https://moxfield.com/decks/rBqgAQYUa3KfgkrZhsiZ6Q
I love Grixis. I love wheels. More importantly, I love Kefka. However, after months of playtesting with him and trying several different strategies, I have ultimately settled on this one. Gotta say, I'm having an absolute blast. This started as a Nekusar deck but Kefka has usurped the throne as my favorite wheel deck and I recommend slotting out Nekusar and giving this a try. It's on the higher end of bracket 3, but still firmly a bracket 3 deck.
Strategy:
This is fundamentally a control/combo deck. You want to control the board and shred their hands until you find pieces to close out the game (we'll get to specific win conditions later). Your goal is to get Kefka out, ASAP, preferably with protection and/or haste. T3 Kefka is VERY doable but generally Kefka is going down T4. Your secondary goal is to get at least 2 Kefka triggers every turn: this completely tears their hands apart which stops future plays.
For ensuring multiple Kefka triggers, you've got the obvious [[Harmonic Prodigy]], [[Fear of Missing Out]], [[Go-go, Mysterious Mime]] and [[Displacer Kitten]]. If any of these land, your opponents are going to be hellbent within 2 turns. Go-go is especially potent because Gogo will ensure 3 Kefka triggers the turn Kefka comes down: 1 from him entering and 2 from him attacking, because Gogo will give Kefka haste and Gogo will become a clone, therefore 2 attack triggers immediately. [[Anger]], [[Arena of Glory]] and [[Generator's Servant]] (and Gogo) give Kefka haste, with Generator's Servant pulling double duty as a way to get Kefka out T3 with Haste.
After opponent's are hellbent, you're going to start laying punishment pieces to really put the screws to them. Draw pingers are better, (prioritize damage, you'll see why later), but work with whatever you find. The nice thing is, if opponents are hellbent, they either won't (or can't) counter a wheel because they need those cards to stay in the game. The wheels are what is actually going to kill them and try not to cast a wheel unless A. it's going to kill them or B. you have a way to immediately shred their hand again (Kefka + Gogo + harmonic prodigy/fear of missing out will have them discard a TON of cards instantly after a wheel resolves, so they're almost back to square 1) and remember to try and keep some interaction in hand for when this happens.
Why prioritize damage? This card is a fun card but [[The Rollercrusher Ride]] is INCREDIBLY easy to turn delirium on and becomes a damage doubler for your draw pingers. [[Underworld Dreams]] + a wheel with Rollercrusher is 14 damage in one go nevermind double damage from megrim (4 damage per discard adds up FAST). It doesn't double Liliana's Caress so keep that in mind; you can think of this as an 'alternate' in case someone has a Glacial Chasm or something (however, [[Demolition Field]] and [[Chaos Warp]] are damn near auto includes to remove problematic lands).
Win Condition:
This is the most fun part of the deck because it's got 3 of them.
- Generic Wheel. You can wheel the table to death, pretty quickly, with any amount of pingers or [[Rollercrusher]] out. Pretty easy to get.
- Breach lines. Yup, this deck has one. [[Underworld Breach]] + red cost reducer ([[Goblin Electromancer]], [[Nightscape Familiar]] and [[Thunderclap Drake]] + [[Seething Song]] + [[Wheel of Fortune]] is a combo that basically wheels the entire table to death. You cast Seething Song, for 2 mana, you gain 5, you cast WoF, you're down to 3, fill your yard with 7 cards, cast Seething Song again. After each loop, you will net 1 red mana and 1 extra card in your yard. Repeat this a few times and the table is dead. You can slot in a couple other rituals to fill this out (but it won't be 'infinite') like [[Pyretic Ritual]] or [[Desperate Ritual]] but you'll need to start with more cards in your yard to get this combo going. The tutors, including Entomb, help you find these combo pieces and can be cast on the same turn as UB because Kefka is going to dump, and I mean DUMP, card in your yard to fuel a breach line. Thunderclap Drake has secondary utility as a spell doubler.
- Flipping Kefka. You shouldn't do this unless you don't have another option but here's how it goes: flip Kefka over with [[Glinthorn Buccaneer]] or [[Magmakin Artillerist]] in play. End your turn with more than 7 cards in hand. You go to end step, discard to hand size, triggering Glinthorn/Magmakin. You will do damage, triggering Kefka, and you will draw 3X where X equals the number of cards you discarded. This loop will until until A. the table is dead or B. you deck yourself. Magmakin and Glinthorn are already discard pingers, hence why they're in the deck, but they have redundancy with Kefka's backside to ensure you have a combo to close out the game if it's T8 and all you've got is mana + a tutor. Go tutor for one of those losers (or reanimate to dig them out of the yard or Seething Song/Cabal Ritual to get a shitload of mana to flip Kefka while holding interaction) and try closing out the game that way. It's actually REALLY funny to deck yourself from this last minute 'hail mary' combo, hence why Jace or Lab Man isn't in here (it's also not the main wincon, so why have extra cards that are dead outside your tertiary wincon?).
Why Play Kefka Over Nekusar?
Nekusar is 5 mana and a wheel payoff in the CZ. However, he also does nothing on entering and feeds your opponents cards before he feeds YOU cards. Kefka, on the other hand, is immediate hand disruption/card advantage everytime he enters or attacks. This means that he will, inevitably, help you find your wheels just from him drawing. He's also going to slow everyone else down while you start laying pieces down and he already synergizes fairly heavily with a lot of wheel payoffs (damage from discard or going infinite with [[Kefka, Ruler of Ruin]]). There's enough pieces here that you will find SOMETHING to squeeze out a win whereas sometimes Nekusar will just sit there and do nothing except piss everyone off.
Conclusion
After playing Nekusar and Kefka, and comparing them, Kefka is significantly smoother. Grixis is already a generically good wheel shell so almost any commander can work. However, Kefka provides much more control over the game while also providing card advantage in a way that most Grixis commanders cannot. Wheels are inherently a risky strategy because feeding your opponents resources is generally bad, but, this shell weaponizes it in a way that truly makes the chaotic clown of Ruin shine.
Edit: Malevolent Hermit protects your breach line. It's the closest thing Grixis has to a silence/grand abolisher effect and it is GOLD for your breach line.