theorycrafted a couple of gimmicky #mtg decks with #BaldursGate commanders

first one is Nine-Fingers Keene: https://archidekt.com/decks/21571829/keene_dreams

the idea here is to spam up to 9 gates as fast as you can, and then tutor up Maze's End to tutor a 10th to win; if you're lucky you'll kill someone with commander damage along the way

Keene Dreams • (Sultai Commander deck) • Archidekt

Nine-Fingers Keene - Commander deck (1) Commander • (1) Copy • (2) Counters • (1) Creature • (8) Draw • (4) Enchantment • (1) Finisher • (35) Land • (3) Landfall • (3) Protection • (4) Pump • (33) Ramp • (3) Recursion • (1) Removal

Archidekt

my second #mtg #BaldursGate gimmick is with Myrkul, Lord of Bones: https://archidekt.com/decks/21583318/steve_myrkul

the plan here is to tutor up Phyrexian Unlife and either Solemnity or Melira, lock that down with one or two support pieces, and then live your best immortal life as an indestructible god and completely ignore whatever happens to your life total

Steve Myrkul • (Abzan Commander deck) • Archidekt

Myrkul, Lord of Bones - Commander deck (1) Commander • (1) Blink • (4) Copy • (4) Draw • (2) Finisher • (1) Infect • (37) Land • (1) Lifegain • (16) Protection • (6) Ramp • (7) Recursion • (1) Removal • (1) Sorcery • (1) Stax • (1) Tokens • (16) Tutor

Archidekt

I feel like the Myrkul deck is a probably a little bit too spendy for its true power level and I probably wouldn't build it for real unless I got a big windfall of cash or something

on the other hand, I already have a lot of the Nine-Fingers deck and the rest of it would be fairly cheap, nobody gives a shit about gates

the Nine-Fingers deck could also be made pretty spendy by the addition of Amulet of Vigor and/or Tiller Engine

there's a couple of cheaper "lands enter untapped" d00ds in there but that would make it more consistently possible to play Maze's End and declare victory in the same turn

if you don't have one of those out it's probably gonna be better to play Maze's End early before anyone gets too freaked out about it and then use one or two of the land tutors to unexpectedly burst to 9 before fetching 10 for the win

Myrkul with the Unlife plus Solemnity lock is delightfully evil. I would 100 percent make room for a few enchantment tutors and some protection for Myrkul, because once people see the setup they are absolutely going to panic.
Nine-Fingers into Maze's End is a very funny win condition. I like that it still gives you a real backup plan through commander damage. I would make sure the ramp is extra land-focused though, since the deck gets a lot better when your fixing pieces also count toward the gate plan.