Enchanters Bane isnt something Ive played with much recently, but the ability to make players choose whether to keep their enchantment or take damage becomes much better in this sort of deck
Late game with stable life totals, you can pay eight life to keep both extra cards, converting life into raw card advantage that green struggles to find elsewhere
Cards like Champion of the Perished, Headless Rider, Midnight Reaper, and Diregraf Colossus are still creepy and powerful, especially with Wilhelt, but wont completely crush your board for a fairer, scarier game
Returning any nonland permanent to an opponents hand can hinder them from building their board state
Today I'm here to put my deckbuilding methods to a different use, by providing some guidelines for building a Commander deck that is both fun and functional