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I'd say be cautious with building this deck. A friend of mine ran something very similar, and it played well, but pretty quickly everyone realized the real only win-con was to control things for 190 turns until he won the war of attrition, and therefore the best way to beat the deck was to just gang up on him, kill him right away, and then go on with playing our game now that we no longer had to deal with the annoying control deck with no wincon.Ojutai is a super cool commander and there's nothing wrong with control, but I'd say find a way to win without just grinding people into dust over a three hour game or you'll find you just annoy people into taking you out right way.
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Ok, appreciate your comment. The deck was made for a friend of mine in order to start adventure with EDH format. We'll adjust everything as the tests will show up. Our current meta is pretty combo-based, and i hope the deck, beside it's teaching aspect, will show younger players, that comboes are not neccessary win-con. Probably, the decklist will become more voltron-ish, and less staxier.I am looking forward to see the Ojutai in action, yet, i am a little scared of its control :)Thanks again for your advices.
And my meta is very non-combo oriented, so this deck might play wildly differently in that environment