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Kill everything, bring it back. In a tight spot? Go get what you need. Quality creatures.
This deck can maintain card advantage and has mix of creature destruction, reanimation, tutoring, card advantage, and life gain which gives it a fun 'jack-of-all-trades' play style where you can hopefully draw/tutor for what you need. The other main theme is the avoidance of single-target instant/sorcery removal which (to me) is underpowered in commander because it is multiplayer format. That said, I don't skimp on removal, but rely instead on removing all the threats at once. I also went heavy on mana ramp to make sure I stay ahead and that by turn 6 ,7 and/or 8, I can expect one or more or the following: a.) a great board set-up with enchantments, artifacts and (barring a wipe spell) beefy creatures, b.) a killer exanguinate (always fun with 3+ players or comparable devastator spell), c.) no one has much, but I will draw more to replenish myself, d.) I gamble my life away to get the card I need.
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NOTE: Set by owner when deck was made.