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Hello! I played against you on Untap.in today and promised to post a comment with suggestions. Heeeere we go!Your curve is really heavy towards late-game and you don't have a lot of ramp to justify playing high-drops efficiently, meaning when you go to cast stuff you're not going to be doing it until turns 5-6 on average. Come on, man, you deserve to play earlier than that. To combat this issue I recommend the following RAMP SPELLS:CREATURES -- Elvish Mystic/Llanowar Elves, Birds of Paradise, Sakura Tribe-Elder, Oracle of Mul Daya, Lotus CobraINSTANTS/SORCERIES -- Skyshroud Claim, Nature's Lore, Cultivate, Far Wanderings, Kodama's ReachENCHANTMENTS -- ExplorationDon't need all of the above, but some are staples and there's simply no reason not to run them when you have access to them and want to utilize tons of mana.I can see you have a lot of combos in your deck that synergize with your Commander! That's really awesome! But you need to be able to protect your slimeguy once he's out. You have some amount of counter-magic but it's not exactly, like, enough. I recommend more cards that will protect your Experiment Kraj. So here are some cards I'd like to see (personal favorites, mind you) that count as COMBO PROTECTION CARDS:INSTANTS/SORCERIES -- Savage Summoning, Logic Knot, Remand, Stifle, Trickbind, MisdirectionENCHANTMENTS -- Asceticism, Leyline of AnticipationI definitely recommend losing Leyline of Vitality in favor of Anticipation. If you'd like another life-gain card, run Essence Warden instead. She's a one-drop Soul Sister.CARD ADVANTAGE ENGINES:INSTANTS/SORCERIES -- Harmonize, Ancestral Visions,ENCHANTMENTS -- Mystic Remora, Rhystic Study, Sylvan LibraryAnd here's some stuff that just makes for FUN SYNERGY:CREATURES -- Horizon Chimera (w/Fathom Mage), Prime Speaker Zegana (w/your whole deck), Phantasmal Image/Clever Impersonator (for fun).I'm sure I could think of more but these are some cards I definitely see your deck wanting, potentially needing. The ramp suite at the very least. Remember that jank is fun, but you need to get to the point of casting it for it to work. Running 1-2 ramp spells means you have a "1-in-X (where X is the number of cards in your library)" chance of drawing that effect, which is not very reliable.
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