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Realistically there can be an end to these satyrs, but I tried to include a lot of graveyard recursion to counteract discarding cards at random, as well as give the deck more staying power if your creatures keep dying.The satyrs-matter cards were selective, I wanted to avoid lords as your command fulfills that purpose, but moreso because there aren't a huge amount of playable satyrs. In order to keep the tribal theme in the deck I had to include the cards that would make it so you would feel rewarded for playing satyrs but not totally burned if you're not seeing many of them because at least your commander will reap the benefits.Other important things to remember is that no matter the deck in commander, you're going to want some amount of ramp and some amount of removal. Ever color can do it somehow, with some relying on artifacts to do so, but this sort of thing is also one of the reasons green is so powerful in the format.
Here I'll list some other cool cards to freak on your friends with.Hellrider. Makes it so you get damage in on attack no matter what. Has haste too.Ogre Battle Driver. If you topdeck some scrimmy-bingis 1/1 it at least becomes a hasty 3-power threat.Dragon Broodmother/Dragonlair Spider. Big splashy guy that makes small tokens. Broodmother lets you cannibalize your worse token creatures for flyers, but Dragonlair Spider can flood your board quick if your opponents don't think twice about how many spells they cast.Savage Beating/Relentless Assault/Aggravated Assault ect. Extra combat spells, good to draw even more cards with your commander and I guess deal more damage or something.Impact Tremors. It's basically half of a Purphoros in that it's a 2 mana enchantment that deals 1 damage to each opponent. It's much more unassuming than throwing an indestructible god onto the board, but smart players will know that it can get out of hand fast.
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NOTE: Set by owner when deck was made.