Once this is done, you can win the game in a variety of ways, whether its reanimating a Lotleth Giant in Pauper or dropping a Thassas Oracle in Legacy
The Amber/Amethyst deck is much more quest-forwardit includes a mechanic called Evasive, which means that cards can only be challenged if the challenging character also has Evasive
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Alaynas description of the process involved with the middle three lands made me immediately think of the famous Sherlock Holmes quote about horses: Dangerous on both ends, and crafty in the middle. How many times, in both Commander deck-building and gameplay, do we know what to expect at both the beginning and the end, yet its the questions in the middle that seem to be the most intensive
In between those is Zantetsuken, an ability that means "Whenever this creature deals combat damage to a player, that player loses the game." Thats just nasty, especially if you find a way to give Odin Trample or Flying