It is quite common to fear everything outside our definition of normality. To believe that there is a "them" - simply defined by being the opposite of "us".
But true weirdness is so much more than the mere reversal of society's values - its essence is beyond our understanding, and far beyond our control. The practitioners of true weirdness are too weird to be defined, and too weird to care for definitions. They are weird for the sake of weirdness, they are the followers of chaos, of strife, of Eris…
The Discordian Society is a very defensive Illuminati, a trait that it shares with Shangri-La. The prevalent Discordian deck types all seem to revolve around Discordia's immunities. "Juggernaut" decks consist of high power groups sharing an alignment that is protected by the immunities - and can then rely on sheer brute force to repel any attack that makes it through the first line of defense. "Shell" decks focus on increasing the defensive capabilities of Discordia in various ways - such as picking up groups that bestow more immunities or by manipulating dice rolls. Shell decks are also quite popular with Shangri-La players.
Ambitious as this may sound, this deck is an attempt to establish a new breed of Discordia deck - the "Mono" deck. This deck type is based on an observation regarding the Discordian immunities: time and time again, the immunities fail to protect, when your rivals bring too much power to bear on a single group that is not completely covered by your immunities. Indeed, "a chain is no stronger than its weakest link". If one of your key groups is liberal, you can be quite sure that it will be destroyed by your rivals' massed conservative power.
The solution is remarkably simple: Employ only 'mono' alignment groups, i.e. groups with only 1 alignment - protected by Discordia's immunities. The deck presented here is a mono weird deck, because that is the most stylish way to play Discordia - and besides, you have both a goal and a control bonus to support you. Even though mono decks are supposedly about defense, this particular deck is a speed deck. Why? Because the main element of a speed deck is actually a strong defense. If you are saving all your tokens for defense, you will never be able to take advantage of any speed you may have.
Lead with S.M.O.F., or should that by some miracle bounce, use Science Fiction Fans as a back-up. You already have a very good bonus to control more weird groups - so try to grab one or two on your first turn, (and don't forget S.M.O.F.'s extra +4 to take SF Fans and Trading Card Games).
Your plot deck is basically made up from defensive cards, speed cards and power-ups. The speed cards will help you get more plots and more tokens, so that you don't run out of steam. The defensive cards will support your rather weak power structure, so that you can spend your tokens on growing instead of defending. The +10 cards are definitely for defense more than for offense.
Finally - the power-ups can help you both on offense and defense, and are, along with the resources, important for completing your illuminated goal.
Try to grow quickly, while keeping track of your rivals' offensive capabilities. Besides global power, you have little to fear - so you'll have a pretty good idea about what attacks you can expect, and whether you have the necessary cards on hand to stop them.
Always make single token attacks. Spending tokens to increase the power of your attacks will not do you much good, since your biggest asset is your control bonus, and not your actual raw power. Anything that will give you extra tokens (including Goal: The Anti"Bob") should be used sooner rather than later.
If your rivals look like they can pull off an attack, then Hour of Slack can get you more defensive plots when under attack, and Drs. For "Bob" with increased power can be very potent if your power structure is set up right. Nationalization can be used to stop one group with a lot of global power from interfering with your attacks, and Bulldada is your last line of defense.
Don't take over California until you are ready to win - it's in the deck as the proverbial nail in the coffin.
In addition to your speed, you have a number of ways to make 3 of your groups count double towards your goal. It is up to you whether you play these power increases sooner or later - depending on whether you need a little extra defense, or prefer an element of surprise.
13013 can boost any SubGenius group, but don't play it on St. Janor, as he can use either the Overman, or the Necronomicon. The Necronomicon can also boost the Vampires. Power Satellite is there for Al Amarja - while The Weird Turn Pro can be used on anyone. NWO: The End of the World will annoy both Corporate and Government rivals, and will make SubGenius FisTemples count double as well.
Finally - California, taken as an ATO, or by exchanging Trading Card Games, will make Tabloids and Hour of Slack count double, and also counts double itself. If you do take over California, be sure to make it a puppet of Al Amarja, so that you can protect it from last-minute disasters.
If you run into a rival Weird deck, you may be looking at trouble. In this case, try to make a predatory attack to control against his power structure. Removing a key token with S.M.O.F. first, may prove decisive.
If you face a lot of global power, you may have to slow down a little - but remember, a power 1 or 2 token is pretty worthless for defensive purposes, so perhaps it is still spent better in an attack.
[I also note that this deck, like all monochrome decks, is VERY susceptible to Scandal. Beware Media decks, and jump on any Weird groups you find there - other alignments notwithstanding. - Alex]
Making substitutions to the group deck, you have a limited range of groups available to you - so see if you think that some of them suit you better than the ones I've chosen, just keep the groups mono-weird. That being said - CONspiracy will make a killer replacement group for California.
[I also briefly considered Comic Books for a substitution - despite their extra Violent alignment, it might be useful if someone in your group is in the habit of playing Solidarity or other attack-foulers. It would be a weak point, but on the other hand would also give others a non-vital group to destroy… - Alex]
The plot deck has just a single rare card, but if you lack any cards, or indeed the SubGenius set - you should be able to substitute pretty freely, as long as the ratios between power-ups, speed and defense remain mostly unchanged.
The real fun begins when designing other mono decks. First off, this deck by no means depletes the possibilities of a mono weird deck. Try throwing in Psychiatrists and Wargamers, and you will have yourself quite the plot killer.
Corporate mono decks are also viable, not to mention quite powerful. Just add Goal: The Corporate Masters, and look out for NWO: Antitrust Legislation. Government mono decks too can also be constructed, relying on Clipper Chip and Goal: Power for its Own Sake for the victory. A Partition or 2 could provide a few extra groups if you don't have enough.
[Note that in all the above scenarios, I'd suggest substituting in another Good Polls or two. Because of the small powered Groups, Good Polls might not be as effective as your +10s as defense (noting that Good Polls last longer), but once you start building monochrome decks with Government or Corporate Groups, your base powers make Good Polls much more attractive. - Alex]
It is in fact possible to construct a mono deck (with immunity and all) without playing Discordia. Vatican City gives immunity to Peaceful groups - and is itself Peaceful and Conservative. By removing its Conservative alignment with Big Prawn, and reversing its Peaceful alignment with a Dictatorship, you can play a mono Violent deck - immune to Peaceful groups. The question is, whether being immune to Peaceful groups is worth the hassle, but if you do play such a deck, Saturday Morning Cartoons can make same "alignmentless" groups your key operatives.