I'm always down to brainstorm around a new and interesting tribe
This strategy works sort of similarly to the next deck Im going to mention because it doesnt get too much going in the first three or four turns
What affects the value of Travel Preparations
Galufs Final Act Rating: 1/10 For this to work, you need to nearly be or already be winning a combat
Here's what you'll find inside each deck: 1 Ready-to-play 100-card Commander deck 2 Traditional foil new-to- Magic legendary creatures that can serve as the deck's commander 8 Non-foil new-to -Magic rares specific to that deck 90 Non-foil Magic cards, including basic lands 1 Foil-etched display commander printed on thicker cardstock (Not legal for sanctioned play.) 1 Collector Booster Sample Pack 1 Non-foil or traditional foil Booster Fun Wilds of Eldraine rare or mythic rare card 1 Traditional foil borderless uncommon Enchanting Tales Wilds of Eldraine card 10 Double-faced tokens 1 Cardboard deck box 1 Spindown life counter Happily Ever After This may be the ending of our collecting story, but it's far from the end of Wilds of Eldraine

Sauron, the Dark Lord Sauron, the Dark Lord has one of the highest "power floors" of any commander that has been printed in recent years: simply existing on the battlefield makes him a must-answer threat thanks to his huge stats, incredibly painful ward, the ever-growing army he summons that also replaces itself, and his ability to refill your hand