For most of its history, Commander has been about deck-building as an individual journey, and the foibles of individual budget, opinion and card availability ensured that barely any two decks were alike
Use an inner sleeve and one of these
For four-drop commanders, ramp on turn two is super important
You'll be making the most of the new Storied mechanic in this archetype, which grants a match bonus once you reach three sagas, legendaries, or artifacts on the board when a Storied creature is also on the battlefield
I just dont get why I want to do any of this

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