I have found myself watching The Reseleevables much of late.
(https://www.youtube.com/@TheResleevables/featured)
It is really hitting exactly the right spot for my particular interests in the game right now. There are aspects of Magic in which I really was not expecting to gain further insight and yet here we find ourselves. This is a tale of one such new insight. Excluding concessions, cards that explicitly state a player wins or loses, and quirky rules for special game types like commander damage, I was firmly under the impression that there were exactly three ways to win a game. Those three ways being; decking someone, reducing their life total to zero, or giving them ten poison counters. Not so, as the master magical technician and evil warlock - Patrick Chapin, would go on to inform me. You can go one step more extreme than merely beating your opponent. You can entirely unmake their efforts. You can annul the whole concept of the game.
So much was the gap between Chapin and his poor opponents in those primordial magical days of the early nineties that merely beating them no longer satisfied the man and new more cruel fates were devised. Chapin would build decks using cards that predominantly returned things to their owner's library and then combine that with power so as to have an ongoing mana and card advantage such that slowly he would return you to your starting situation. Count yourself lucky if that is your starting situation post having drawn your initial hand. There are the tools available such that you can be reduced to nothing but a library. A fully next level master stroke that absolutely needs recreating in cube.
Threats and outs have come a long way since Chapin was out there finding extra curricular activities to beat people with. And those people have gained a great deal of base level understanding. All this is to say that I don't think there will be many settings where you have an equal footing and any sort of reasonable chance of doing this sort of thing consistently. I think if you are wanting to pull a Chapin win on someone you are going to have to eat a lot of losers pie in the process. That at least should make any victories that much sweeter whence they finally arrive.
Here is my best effort to make an unpowered cube iteration of a deck designed to inflict the Chapin win on someone. There seem like a couple of ways to go with this one from creatureless to Wilderness Reclamation slants however there are not loads of these "back into library" effects in the game (thankfully) and so we are mostly building upon the same core cards. Given how low to the ground things feel in my cube at present I went with this build that is as generically high powered as possible and leans a bit more on creatures to support its plan. You seem somewhat locked into Bant based on where these sorts of cards are printed. While you could drop the white you then lose the ability to handle creatures very well and wind up playing some very low rate cards and running the kinds of deck that roll over a die if you make a two power one drop. Black has some lovely tools that have good synergy like Misinformation but sadly it can't answer creatures effectively in the way the archetype wants and so it is no substitute for white. You could play it as well but at four colours we are starting to ask rather too much of the deck.
24 Spells
Oust
Noxious Revival
Birds of Paradise
Noble Hierarch
Condemn
Brainstorm
Disempower
Unexpectedly Absent
Sunscape Familiar
Temporal Spring
Fallow Earth
Time Twister
Eternal Witness
Narset, Parter of Veils
Commit Memory
Jace, the Mind Sculptor
Cryptic Command
Teferi, Hero of Dominaria
Stunted Resources
Plow Under
Primal Command
Vanishment
Terminus
Nexus of Fate
16 Lands
Mystic Sanctuary
Island
ForestPlains
Savannah
Tropical Island
Tundra
Spara's Headquarters
Breeding Pool
Hallowed Fountain
Mystic Gate
Yavimaya Coast
Windswept Heath
Misty Rainforest
Flooded Strand
Meticulous Archive
And of course a list of the cards I was considering;
Ephemerate
Coiling Oracle
Wall of Blossoms
Ancestral Visions
Set Adrift
Lapse of Certainty
Wilderness Reclamation
Spurnmage Advocate
Remand
Roil Spout
My most memorable story of having all my permanents destroyed was by a Tooth and Nail player in Mirrodin block constructed tournament. They simply spent the first three turns throwing every Oxidize, Viridian Shaman and Tel-Jilad Justice at my stuff, which was primarily artifact lands. They had lands and dorks and I had literal nothing in play and yet affinity was so stupid they still lost. I found a way to eventually getting out a Somber Hoverguard and the silly green player folded to a flying threat they couldn't Shatter. This is why one for one artifact removal isn't an answer to affinity. Especially at the cost of doing your own powerful things. This deck looks exactly like the kind of deck that can go on to lose after having de-permanented an opponent.... It is absolutely a good thing that decks like this have a below 50% win rate and much as this might read like lamentations for things lost to time and power creep, they are not so. Merely my tone when plugging a deck that isn't strictly viable.
Happy hunting!











































