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This deck aims at getting lots of 1/1 tokens, using mana ramp, to either swing lethal damage or kill them off for direct damage, mill, draw, and mana ramp. The commander is a very active ingredient in this deck as well, being that it has enough mana at most times to cast him, and remove all of his counters in reaction to other happenings in one turn for removal, damage, buff ups, or tokens.
It's honestly a pretty simple deck, the only cards you'd need to hold back are your removal spells, or other spells if you opt to instead play for commander for the turn. When I cast Marath, I always make sure to have the necessary land to kill him off to prevent him from being Oblationed, Chaos Warped, and things of that nature. It's also nice to have him die at the end of an opponents turn so you can immediately play him again on your turn, with more counters than before, therefore more things to do. Some other easy wins are swinging with ten or so tokens, and using Jazal's ability to make it more than lethal, same with Wild Beastmaster and some other cards. Hold on to cards like Decree of Justice until the end of your opponents turn to surprise them with lots of tokens, and lots of damage on your turn.
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NOTE: Set by owner when deck was made.