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It's Skullbriar EDH! Stack up those +1/+1 counters and send Skullbriar into the red zone. Thanks to the rule of being able to return your commander to the command zone in lieu of your hand or library (or graveyard or exile), those +1/+1 counters are difficult to get rid of.
Early game, get Skullbriar out and do some ramping. You'll want at least 1 +1/+1 counter on Skullbriar to take advantage of the benefits other cards give; and we'll need plenty of mana to run shenanigans later. Mid game, stay alive, cast creatures and don't worry if they get sent to the graveyard... it's all fodder for the late game when you use Varolz to scavenge more +1/+1 counters on Skullbriar. Use Rogue's Passage or Whispersilk Cloak to make Skullbriar unblockable, and use commander damage to end the game.
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