Today Im going to talk about some ideas to take each of the decks, breaking them down further with each different commander
Players should be free to open packs, craft cards, and purchase card styles without worrying about doing things "the right way." I get itif there's one thing Magic players love, it's learning to optimize their gameplay, but there shouldn't be an "optimal way" to bling out your deck
Equipping again for three is rough, however, which likely rules this out of Standard play
The Reaper, King No More is a strong card when built around, but is way more of an insta-removal target than Auntie Ool, as it breaks the cardinal rule of casual Commanders: if it messes with someone elses stuff, it gets the axe
A land as a potential finisher
Grading also helps ensure the cards are authentic