Win Strategy: Scorched Earth.
Sure you can focus an entire EDH deck on Tajic for R/W Aggro only. Yet being Indestructible puts him in a very fun posistion. You can throw around Sweepers like its candy while your commander guy does not even care about these nukes you throw around.
The biggest of them is actually Razia's Purification which can essentially force them into a corner, however I reserve this spell when I got my own tools to effectively win.
It may seem as cruel or harsh, perhaps it is. However I'm not a fan of Mister Token Spammer or Ms Infinite Combo Win. Mass Destruction IMHO is about as fair game as Tokens or Infinite Combos as EDH is 50% Fun and 50% Win. Some people like THAT guy who ramps up to eleven lands before its their Turn 7? They deserve a Ravages of War. Cause I can tell you what mister Eleven Lands guy is gonna do, bring out something harsh and cruel like an Ulamog, Blightsteel, or some other big guy that could result in GG if not curbed. I will be THAT guy who focuses their deck on taking out the Riku guy, cause we all know what that bloody deck does to its simplest extent, Infinite Turns.
Sure I run Land/Creature/Enchantment/Artifact/ETC destruction but I don't have a way to stop counterspells, and its on purpose. Because if I got a supposed weakspot, people will seek to exploit it. However if I can get say a Ravages of War off, it shuts down a lot of control decks or forces them to possibly use up another counterspell. Most counter decks unless heavily dedicated will usually run close to 20% or twenty cards in their deck as counters.
I'm not Ludicrious Joe who just blows up because he feels like it. If I'm going to blow stuff up its usually for one of two good reasons.
1) To curb down someone who is getting way too ahead.
2) Going for the kill against someone by crippling them.
I consider myself a pragmatist player. I look at a situation and take the rational reason to possibly solve it. If it means blowing up stuff to smithereens, then I will do just that.
What about Group Hug decks? They are a double-edged sword, but they are also a necessary evil to keep around unless they make Mister Mana Screw into Mister BIG THREAT in a few short turns.
Only a 2/2 for general most of the time? Yep. I thought about it and what artifacts I did put in are still risky at best because if I focus to heavily on voltroning I can get Shatterstormed by an opponent or by myself with some of my artifact hate sweepers. However a Quest for the Holy Relic that fetches up one of the equipments, particuliary Worldslayer is what makes it handy to just smack for two. After all, it only takes a single point of damage from Tajic with worldslayer to effectively force GG. However like I said, I got my weak points and not protecting my artifacts is one of them. Plus him with two other mooks makes him a 3 Turn Clock, pretty fast if you can't kill him.
I would like to hear comments on how I can constructively make this deck more fearsome at the table.
Heat Stroke + Total War = Swing and lose something. I dare ya. Heat Stroke + Grand Melee = Swing or block, your gonna lose something. Screw your turtling tactics. Fight like real men. I would rather see action going on then people sitting back and not attacking so they can build up some army or combo.
Jokulhaups + Tajic + Assemble the Legion = In case Worldslayer cannot be found, Swarm like the bloody zerg on your crippled opponent. Razia's Purification + Tajic + Assemble the Legion = Very probable your opponent will try to keep some form of defense in the form of enchantments/artifacts/creatures. If they choose lands, they better have a way to keep me off their back.
Gerrard Capashen = He really doesn't have a direct synergy except being a battalion helper and soldier himself. However being able to slowly or quickly regain life depending on handsize, along with the possiblity of paying 3W or 6WW to keep 1-2 creatures tapped down can really put your opponent in a corner. Especially THAT guy who hides behind 1-3 creatures usually that can keep a fair amount of attackers off their back.
I love the list. It seems like it would tear it up at the table. I would recommend a Stoneforge Mystic though, just to make the artifacts a little more reliable, since that seems to be your main strategy. Also, Lightning Helix and Lightning Bolt may just get you that extra little bit of damage you need to get over the line.
I also love Ajani Vengeant in my Aurelia deck. The Helix effect is a nice little get out of jail free card in a ot of situations, and the ability to tap down a troublesome land or creature is a huge bonus.
I feel like you should somehow squeeze in Jokulhaups due to the unique interactions between the aforementioned card, tajic and mobilization/assemble the legion. You already have obliterate but you could probably go off faster with jokulhaups.
Game ending combo right there and 2 turns less to assemble
Interesting concept, but you can go much bigger on the indestructibility theme. Much, much bigger.
Keldon Firebombers (the most fair imo, hurts the big green ramp guys the most), Wildfire (kills creatures AND lands), Destructive Force (same thing), Impending Disaster, Wake of Destruction (middle finger to Azusa and her t4 sylvan primordials), Boom//Bust
Myojin of Cleansing Fire and Myojin of Infinite Rage are big dudes that start off indestructible, so they can survive wipes, and both of them have built-in wipes as well. They seem like the perfect fit for you. Even trigger batallion and all that.
After thinking and much comparision, I will swap my Obliterate for Jokulhaups. Although the uncounterability is a bloody godsend to throw down an unstoppable nuke, the Jokulhaups comes down two turns earlier and does leave whatever enchantments I laid down to continue exist so that I can hinder my opponent.
However too much LD can result in an unfavorable position. Sometimes a creature sweeper is nicer to have than two LD spells. Which is one of the reasons I had to seriously contemplate Obliterate Vs Jokulhaups.
Contemplating: Keldon Firebombers. Its pretty favorable actually as its a soldier to boot which is the minor theme in this deck. Though knowing my luck he would probably be used mostly as a land-curber like Armageddon with a body against some of the more rampy decks.
The one card I wish I could add but knowing it would horribly clash with the theme of this deck would be Apocalypse. Its pretty cheap but at the same time it exiles instead of destroys which puts my boy Tajic in an unfavorable position.
One thing I want to curb down in the deck is anything beyond 7 mana in casting cost.
I've got Elspeth Tirel for what Elspeth Knight Errant basically does. Sure Knight-Errant's ult is some sweet cherry, but more often then not in my experience, the Errant is going to get focused down so badly that it becomes a full on war to keep your enemy from damaging her. However with Tirel the -2 is a key point on her as that ability can allow for the following turn after say a land+creature nuke spell just came outta nowhere and can always keep the Battalion trigger online for Tajic to make into a 3-turn clock.
Contemplating: General's Regalia. A very nice defensive tool with Tajic out. Possibly could be added. Still contemplating.
Performing: Deck Diagnostics.
Checking to see if anything could be curbed in favor of new cards and/or cards that currently exist that could actually have no synergy.
One result of possible disynergy is Hero of Bladehold whose tokens won't trigger battalion which can be determential if I need to get the battalion trigger of Tajic or Frontline Medic online.
Taking Out: Worn Powerstone
Putting In: Sol Ring
Reason: 2 mana cheaper for the exact same effect. Should make casting earlier EXPLOSIONS and getting Tajic or any of the other semi-cool guys easier.