I love in-game politics, the "pillow fort" strategy, and control decks. Gwafa Hazid, Profiteer is a great commander that combines all three! Currently, this deck runs 20 creatures (including the commander), 40 noncreature spells, and 40 lands. I find the approximate 20-40-40 ratio works well for control decks in Commander.
The strategy of this deck is fairly straightforward:
1) Play walls and pillow fort spells to discourage opponents from attacking you.
2) Police the table with utility creatures and removal, counter, and defensive spells.
3) Play big creatures and theft spells late game to win. Working the in-game politics is key to winning with this deck.
These are cards I included in the deck because they create fun political interactions with opponents:
Wall of Shards - A nice big wall that can block almost anything. It's also political because you can hand out life for good behavior or favors. You can turn it off at any time by refusing to pay the cumulative upkeep.
Sleep - If one player is getting too powerful, Sleep is a great way to encourage the table to beat on him for one or two turns.
Prison Term - This accomplishes everything Arrest does, except that you can move it onto future creatures. Choosing whether or not to move it is a useful political weapon.
Captivating Glance - This card allows you to take a creature away from an opponent, give it to yourself or another player (depending on the clash), and filter the top card of your library each turn--all for 3 mana! It's deliciously political.
Trade Secrets - Using this to help a weak player get back into the game will buy you a lot of good will (and card advantage). Every once in a while someone will want to do an insane draw, which can be hilarious or terrifying.
Unbender Tine - Such a simple ability, yet such a vast array of options: untap a land for more mana, a card which enters the battlefield tapped, a tapped creature so it can block, another permanent with a tap ability so it can be activated twice, etc. So many ways to help yourself and other players.
Coming Soon
This deck is a work in progress, so any suggestions are welcome!
I like it! Definitely a lot of directions you can go in. Gwafa is a commander I don't see often (and never in my own playgroup), so it's nice seeing him get some love every now and then.
I would say that some of your removal suite (read: counterspells) is somewhat lacking. Is this due to budget issues? If so, then that's fine, but if you do have some money to throw at this sucker, I'd suggest:
Forbid: you'll be quite a few cards, it seems, and Forbid makes use of dead ones to continuously keep powerful players from landing game-ending spells.
Counterlash: Allows you to stop their big spell, and potentially drop something big of your own to cement your board state, get something in play that you otherwise couldn't, and give more ways to police the game and keep certain players from getting too out of hand.
Cryptic Command: The toolbox counterspell! A bit costly, but if you can include this, it can only help.
Swift Silence: A good catchall when the counter wars start. Also gets you cards, and plays politics rather well.
There are a few other places that could use some refining, but those are my suggestions right now. Looks good though! I'd be fun to hear/see how this deck plays out in the typical game.
1 Gwafa Hazid, Profiteer
Big Creatures (6)
1 Iona, Shield of Emeria
1 Blazing Archon
1 Akroma, Angel of Wrath
1 Baneslayer Angel
1 Stormtide Leviathan
1 Sphinx of Uthuun
Wall Creatures (6)
1 Wall of Reverence
1 Wall of Shards
1 Wall of Denial
1 Gomazoa
1 Guard Gomazoa
1 Fog Bank
Utility Creatures (7)
1 Sunblast Angel
1 Windborn Muse
1 Aven Mindcensor
1 Intrepid Hero
1 Grand Abolisher
1 Azorius Guildmage
1 Clone
Pillow Fort Spells (5)
1 Martyr's Bond
1 Soul Snare
1 Ghostly Prison
1 Propaganda
1 Dissipation Field
1 Congregate
1 Dawn Charm
1 Pollen Lullaby
1 Holy Day
1 Sleep
Removal Spells (12)
1 Akroma's Vengeance
1 Austere Command
1 Day of Judgment
1 Prison Term
1 Swords to Plowshares
1 Path to Exile
1 Condemn
1 Spin Into Myth
1 Oblation
1 Oblivion Ring
1 Return to Dust
1 Relic of Progenitus
Counter Spells (4)
1 Arcane Denial
1 Counterspell
1 Deprive
1 Negate
Theft Spells (4)
1 Blatant Thievery
1 Volition Reins
1 Mind Control
1 Captivating Glance
1 Future Sight
1 Fact or Fiction
1 Rhystic Study
1 Trade Secrets
1 Staff of Nin
1 Crystal Ball
Mana Artifacts (4)
1 Unbender Tine
1 Darksteel Ingot
1 Armillary Sphere
1 Azorius Signet
Lands (40)
1 Mystifying Maze
1 Prahv, Spires of Order
1 Ghost Quarter
1 Tectonic Edge
1 Celestial Colonnade
1 Temple of the False God
1 Glacial Fortress
1 Sejiri Refuge
1 Azorius Chancery
1 Command Tower
1 Terramorphic Expanse
1 Evolving Wilds
1 Secluded Steppe
1 Lonely Sandbar
13 Plains
13 Island
1) Play walls and pillow fort spells to discourage opponents from attacking you.
2) Police the table with utility creatures and removal, counter, and defensive spells.
3) Play big creatures and theft spells late game to win. Working the in-game politics is key to winning with this deck.
Wall of Shards - A nice big wall that can block almost anything. It's also political because you can hand out life for good behavior or favors. You can turn it off at any time by refusing to pay the cumulative upkeep.
Sleep - If one player is getting too powerful, Sleep is a great way to encourage the table to beat on him for one or two turns.
Prison Term - This accomplishes everything Arrest does, except that you can move it onto future creatures. Choosing whether or not to move it is a useful political weapon.
Captivating Glance - This card allows you to take a creature away from an opponent, give it to yourself or another player (depending on the clash), and filter the top card of your library each turn--all for 3 mana! It's deliciously political.
Trade Secrets - Using this to help a weak player get back into the game will buy you a lot of good will (and card advantage). Every once in a while someone will want to do an insane draw, which can be hilarious or terrifying.
Unbender Tine - Such a simple ability, yet such a vast array of options: untap a land for more mana, a card which enters the battlefield tapped, a tapped creature so it can block, another permanent with a tap ability so it can be activated twice, etc. So many ways to help yourself and other players.
Commander: Gwafa Hazid, Profiteer WU
I would say that some of your removal suite (read: counterspells) is somewhat lacking. Is this due to budget issues? If so, then that's fine, but if you do have some money to throw at this sucker, I'd suggest:
Forbid: you'll be quite a few cards, it seems, and Forbid makes use of dead ones to continuously keep powerful players from landing game-ending spells.
Counterlash: Allows you to stop their big spell, and potentially drop something big of your own to cement your board state, get something in play that you otherwise couldn't, and give more ways to police the game and keep certain players from getting too out of hand.
Cryptic Command: The toolbox counterspell! A bit costly, but if you can include this, it can only help.
Swift Silence: A good catchall when the counter wars start. Also gets you cards, and plays politics rather well.
There are a few other places that could use some refining, but those are my suggestions right now. Looks good though! I'd be fun to hear/see how this deck plays out in the typical game.
Alters done! Check often for additions.