Hello-first I should warn that I'm not the best deck builder myself (far from it actually). I do have a few suggestions though for individual cards in the deck. I'm not sure how I should help the general direction a deck that you made just for fun. (Especially a deck that isn't made specifically to win xD)
Even if the deck isn't built for a win condition, I think you might like to add
Test of Endurance or
Felidar Sovereign. They're fun and goofy win conditions, and with Zedruu's lifegain each turn and damage prevention, you might pull it off once (though I'd put in a lot more life gain if you want this).
Spell Crumple isn't as valuable since the commander tuck rule changed earlier this year, so cutting it out for
Counterspell is probably a good idea. I wasn't sure if I liked
Brand in this deck, since you want your opponents to have your permanents, but the more I thought about it the more I liked it as a sort of 'emergency break' for a problem permanent. The cycling is great if everything is going to plan too
On the other hand, I am worried about
Mind Over Matter. It's a really strong card, but it might be difficult to get to 4U mana in a 3 color deck, especially one with so little mana fixing. I think you'll find it hard to consistently get 4U to cast that, especially when many of your lands slow you down by
entering tapped too. I might sub in
Ral Zarek since you could cast him more consistently(and he's fun!). I admit he is a total target, but having something to distract others from attacking your life total while giving you his +1 is better than having an unplayable card.
It might be worth it to cut
Mana Flare for
Chromatic Lantern. I can see you're a bit group-huggy and might want to keep 'all players', but
Mana Flare would cut the number of lands your opponents need to tap to get through a
Ghostly Prison or
Propaganda in half. (Speaking of those cards, have you thought of
Island Sanctuary) I would consider substituting out one of the group-draw cards like
Temple Bell for
Monastery Siege. It gives you card draw or some protection from targeted spells, which I think you'd like.
I don't think the deck is well equipped to survive after
Enduring Ideal. If you can't cast a spell the rest of the game, you better make sure that epic card is going to help you win/stay
alive. Building around epic spells is a super fun/challenging, but I don't know if this is the deck to do it with.
As for the cards you mentioned removing/adding,
Wild Research looks like a ton of fun to me personally. You might be looking for
Thieves' Auction instead of
Scrambleverse. Less mana, and you can pick Zedruu first to make sure you keep her, while messing all the permanent's owners to get some draw/life.
Hope I helped out a bit, good luck!