Multiplayer Burn 1:
While that is a cool way of making multiplayer burn work, The Wheel is a bit expensive and a deck that goes off on turn 2 to 4 would get me kicked out of the group.
We have a very eclectic/eccentric group that puts some unique restrictions on decks and play.
Although we do not follow any banned lists (just not silver bordered cards) and no proxies. You spend 1000's on a playset of moxs, you can play them.
1) 75 card deck minimums (this is to allow the game play to continue for more than 7 turns, many people travel 1 hour or more to play and don't want to have the game end in 10-20 minutes)
2) Starting on turn 8, there is a virual howling mine that is a may draw, not have to draw. This allows the game to speed up some.
3) No infinite loop combos. It's a gentleman's (persons?) agreement, sort of like Spidey's take on tribal games. Although yours is not infinite , it's damn close. (See #1 for reason)
4) In most of our multiplayer games, one player does not need to do all the damage to kill their opponents, most of your opponents will take shots at each other.
5) KJ is especially good at getting other players to do his dirty work, just by his deck. Cards that say, "This is not the player you want to attack/target." Like propaganda and such stuff.
6) just being able to deal 10+ damage to all opponents may be enough to win the game, or being able to target one player with 20+ damage (for that player that gets to much board position and becomes the one to oppose)
7) Counter is always an issue with this group, although I am the leader for using split second and stifle type cards..... Mostly on a scepter.
Guttersnipe, Sizzle and Flame Rift is a great combo for our types of games.