drakenkanon wrote:
-the deck needs to be able to give opponents stuff
-when all the others are eliminated i want to make either a 1/2 turn kill or a total lockdown of my opponents.
You know, this may sound easy to do, but if you're planning on playing more than one game with those same people, they will learn what to expect from you, and won't just blindly let you gain control of the game over time while they do the killing for you. If you do decide to build a deck like that, keep in mind that you have no right to whine when the other players start using the tokens or cards or whatever you gave them against you. You're still their opponent, and keeping you from winning the game is one of their objectives, no matter how much you help them.
Multiplayer politics aren't all black and white, and there's simply no shortcut to becoming a great EDH player. Building a balanced deck that's powerful enough to win games but doesn't get you killed on sight will take time and effort.
Out of the generals you listed, I like Experiment Kraj best for someone who's still not quite sure how they want to play EDH. Blue and green have a ton of answers to the most unexpectable of threats between counterspells and
Mold Shamblers, and blue - as well as the Kraj itself - can let you use cards (or abilities) from other people's decks, giving you access to tons of new possible strategies in every game.