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Use your ramp creatures (like [[Llanowar Elves]], [[Fyndhorn Elves]], [[Devoted Druid]] (which can provide you unlimited [[c:g]] mana while it is an enchantment) and [[Birds of Paradise]]) to get [[Myrkul, Lord of Bones]] out quickly. Then slowly grind your opponent's life totals down as you boost the power/toughness of your creatures.You change almost all the creatures into enchantments when you can, using them to ramp and give your other creatures +1/+1. Use [[Ancient Brass Dragon]] and [[Marshal's Anthem]] to bring back other creatures that were removed when your commander was not on the field. You can also use [[Ancient Brass Dragon]] to take your opponent's creatures from their graveyards. When your opponent's creatures die, while under your control and with your Commander on the field, exile them when they die and turn them into enchantments. You can use these to gain mana with [[Jaheira, Friend of the Forest]].[[Elspeth, Sun's Champion]], [[Ancient Gold Dragon]], [[Tendershoot Dryad]] and other token generators will assist you with flooding the board, and with the anthem effects you can quickly change them to much more powerful versions.[[Helm of the Host]] and [[Blade of Selves]] can assist in adding more power to your creatures. You can use [[Blade of Selves]] to place a [[Myrkil, Lord of Bones]] back into play as an enchantment. You can then summon your commander again, as it would lose the Legendary Part while it is an enchantment.You can use [[Doubling Season]], [[Anointed Procession]] and [[Primal Vigor]] to double up on your tokens (from when your creatures die or from token generators like [Tendershoot Dryad]] and +1/+1 counters.The goal of the deck overall, is to place so many +1/+1 bonuses, that your opponent's board cannot deal with the amount coming at them. Between this and a fair amount of token generation, you can easily push to victory.
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NOTE: Set by owner when deck was made.