This approach is very much the idea of a traditional rock deck.
Quote fromRock (AKA "The Rock" and "Junk") is a deck archetype that appears in Legacy, but can theoretically appear anywhere. A midrange deck at heart, the traditional Rock deck would play a lot of disruption alongside solid removal. Other features include Regrowth effects, sweepers, and card draw. Once the game is under control, the deck would play a big fat finisher to close the game quickly. Due to the state of the Legacy metagame, though, the deck has adopted a much more creature-orientated approach.
So, I was going for a robust removal heavy deck that generates some card advantage and uses generally solid commanders to sustain me as well as to bring my opponents down. Most of my deck are tough card advantage based creatures so you will see lots of gods and a bit of indestructible as well as ETB based value mixed in with all sorts of ramp, draw, and removal. I was going for somewhat of a heavy hitter who had lifegain and just tough obstacles to push through.
You will also notice somewhat of a robust and deep bit of graveyard hate. I wanted to push my graveyard hate a little higher on this project in part because I found I wasn't using much graveyard reliance cards in this build as well as just to see how things go. Rest in Peace is a card I rarely justify so it could go but at the same time its so powerful and when it works it does wonders.
I ended up with only 6 basics after I got done with my landbase which is a little worrying offhand. I have Cultivate and Kodama's Reach as my only two land search cards that can only retrieve basic lands and the rest can reach into the 12 dual lands. I might have to keep an eye on this number though as I was hoping for it to be more around 8 but I also found a lot of utility lands I did want to make room for. I guess I will test as I go and if I feel like I am not using any bit of utility I can cut it. 12 Duals + 10 Fetchlands eats up a lot of room real fast though unfortunately.