Alternatively, just focus on those needed to win haste, trample, flying should probably do it, depending on the board state
In short: the goal is to not be the archenemy at the table and instead work with the other players to take out other threats -- all while you're setting up to snag victory once your opponents have wasted their resources
Try to create a starting hand that has a one-cost, two-cost, three-cost, and four-cost character so you can play on curve
Counterspells are a great tool in Commander, and including a couple of the juicier ones at least in your decks is a good idea
(A copy of a permanent spell becomes a token.) Enchantment Color tag templates(None) Swarm Intelligence Whenever you cast an instant or sorcery spell, you may copy that spell
Sauron is a highly expensive commander at a mana value of eight