I'd just like to point out that Lumbering Battlement can be used to effectively let you trigger instant-speed ETB effects from your other creatures since they come back as soon as he leaves. Makes things like Mystic Snake and the like MUCH more valuable.
Using any other mulligan other than the official mulligan is cheating. If you feel the need to cheat in a game that promotes social games you must be a very sad person. The "it saves time" excuse is total bs. It doesn't take long to shuffle up and draw a new hand. Even if it takes 5 mins to find an acceptable hand what does it matter when games can go for several hours?
Um, no. If the rule is modified beforehand and accepted by all participants then it is a house rule. It would only be cheating if it was someone breaking an agreed-upon rule after the fact.
Mox Amber is an interesting consideration, but it can also punish you if Najeela is removed, so sort of puts you further behind, which you've got to think there is going to be a huge target on her back. But there might be enough other legends in the deck. Certainly worth considering.
Mox Amber only gets red from Najeela, it looks at her actual color not her Commander color identity.
I'd love to have it included! Also, really appreciate all the suggestions. I love seeing different versions of the decks I play, there's so many cards out there I haven't run across or thought of in years.
Here's my list, I focused more on going for the infinite turns as fast as possible: Combo Ezuri
So far I have to say that Faerie Artisans is my favorite card in the deck. I've had a couple games where I dropped it and by the time my turn came back around I had gained 4-5 extra experience counters. Total star in this deck!
Most of your spell-based card draw doesn't actually have the life loss as a cost, so Angel of Jubilation wouldn't affect it. Regarding the ones it does shut off, you have pretty low chances of winding up with one of them out plus an Angel of Jubilation out, so in my opinion the benefits outweigh the potential small risk. You're talking about shutting off one, maybe two, of your cards in exchange for shutting down entire decks.
I agree with toctheyounger77's list of angels to replace mostly, though I'm a fan of Angelic Arbiter for stopping fast aggro decks.
I'd keep the Boots over the Whispersilk solely because they give haste, which I've found to be tremendously important. As for things to cut, anything from your placeholder list really. If those spots are already spoken for I notice it looks like you have 40 lands plus 10 rocks, so I'd drop 2-3 lands and one of the rocks, Commander's Sphere or Sphere of the Suns would be my vote.
The land you're thinking of is Homeward Path btw. I'd also highly recommend a Ghost Quarter or Tectonic Edge to deal with opposing lands that might be a problem.
As for Stranglehold it's more to stop opponents from tutoring/using fetch lands than it is to stop extra turns.
Blinding Angel - Great for slowing down swarm decks Rule of Law - Most of the time you won't even want to cast more than one thing a turn Skeletal Scrying - instant speed card draw Tithe - instant speed mana fixing, can fetch non-basic Plains to hand Reconnaissance or Maze of Ith - remove Kaalia from combat after she triggers Stranglehold - Stops opponents from getting answers
Also, if this is for multiplayer I'd remove Master of Cruelties unless you add sac & recur/bounce. It takes one player out and then just sits there. There's a list over in the 1 vs 1 Traditional Commander forum that has 170+ pages of good ideas that might help out.
If you're having issues with Zetalpa, or any targetable big beater really, I'd recommend either Maze of Ith or Thaumatic Compass. Also, what happened to Darksteel Mutation? I thought you had it in your list at one point.
One of my favorites has to be Ertai's Meddling. One of the few counters that gets around "Can't be countered". Not sure where this one falls, I'm the only one I've ever seen use it in a couple different groups, but Druids' Repository is pretty fantastic.
I think you mean rounded down. Gisela prevents half rounded up.
Um, no. If the rule is modified beforehand and accepted by all participants then it is a house rule. It would only be cheating if it was someone breaking an agreed-upon rule after the fact.
Mox Amber only gets red from Najeela, it looks at her actual color not her Commander color identity.
Combo Ezuri
So far I have to say that Faerie Artisans is my favorite card in the deck. I've had a couple games where I dropped it and by the time my turn came back around I had gained 4-5 extra experience counters. Total star in this deck!
I agree with toctheyounger77's list of angels to replace mostly, though I'm a fan of Angelic Arbiter for stopping fast aggro decks.
The land you're thinking of is Homeward Path btw. I'd also highly recommend a Ghost Quarter or Tectonic Edge to deal with opposing lands that might be a problem.
As for Stranglehold it's more to stop opponents from tutoring/using fetch lands than it is to stop extra turns.
Rule of Law - Most of the time you won't even want to cast more than one thing a turn
Skeletal Scrying - instant speed card draw
Tithe - instant speed mana fixing, can fetch non-basic Plains to hand
Reconnaissance or Maze of Ith - remove Kaalia from combat after she triggers
Stranglehold - Stops opponents from getting answers
Also, if this is for multiplayer I'd remove Master of Cruelties unless you add sac & recur/bounce. It takes one player out and then just sits there. There's a list over in the 1 vs 1 Traditional Commander forum that has 170+ pages of good ideas that might help out.
No, but Sidisi can when she exploits