article in ChannelFireball written about it, but the deck ended up going nowhere competitively other than my showing.
My favorite formats are Draft and Elder Dragon Highlander / Commander. I haven't really played any other formats since the 2012 State Championship. I've made probably dozens of commander decks over the years, but a few years ago started working on a project to make small number of commander decks that I was really happy with. I decided to make five mono-color EDH decks with Kamigawa commanders, one for each color. My focus when designing these decks is not to make the most powerful deck, but one which acts as a sort of cohesive "whole" -- where each card fits with every other card in the deck, and where playing with it feels like you're playing with something that is well-crafted, with a lot of time put into it. I'm also not making competitive decks -- while the power level of several of these decks is relatively high, that's not my primary goal. I also avoid playing certain cards or certain strategies that I view as "unfun" or liable to get a lot of negative attention. Some of these decks also lack expensive cards that I don't have. I've ordered the decks based on how mature they are.
These decks are in plaintext format -- there are a number of tools online available to provide a nicer interface for viewing them and they should easily accept this format.
One of my favorite-designed decks of all time is Owling Mine, due to how strange and unlike any other deck it is like. It was a deck so odd that it led to one of the "worst" cards ever printed -- One With Nothing -- getting played at Pro Tour Honolulu. While I can't quite replicate the deck in EDH, I can replicate much of its spirit (No pun intended). This deck is based around everyone drawing an absurd amount of cards. I exploit the fact that in any game that I play this deck, things are going to get a little Weird. I play a fair number of counterspells and as many free counterspells as I can. Mana is an extremely limited resource in Kami games, so my curve is low and I don't play many activated abilities that cost money. The board state changes frequently, so I try to play as many cards with an immediate effect on the game as possible. I haven't kept track, but this deck probably has the highest win-rate of any of my decks, because people love drawing cards and I'm usually never the biggest threat at the table.
This deck is possibly my favorite one. It's a sort of mono-green control deck. I play 66 lands, far more than most Azusa decks. My strategy is to get out as many lands as possible. Since most of my board position is my lands, I play nearly all the board wipe that I can get my hands on. My winning strategy is to either attack with a big creature or return Mindslaver each turn. If you don't count that, this deck has no infinite combos, but there are a ton of subtle interactions that I really enjoy. I also avoid the Wasteland / Strip Mine strategy that a lot of Azusa decks use, since I don't find it very fun. I play a lot of artifacts and artifact creatures to interact with Inventors' Fair, Eye of Ugin, Buried Ruin, and Sequestered Stash.
The only straight-up combo deck of the five and the only with infinite combos. I'm not a huge fan of infinite, game-ending combos, but for this deck, the only situation I get to that point is after I have an already strong board state, so ideally it doesn't feel out of nowhere or non-interactive. Unlike many Shirei decks, this one is artifact-based, and takes advantage of a number of artifact-based combos independent of the commander. The gameplan is similar to most artifact-engine based decks (which are usually blue), but takes advantage of interactions with Shirei. Fun to play, but can get extremely complex and can bore opponents with many-part artifact combos.
I struggle with mono white and have tried a number of different decks. This deck is going to be a "hatebears" archetype. It's a work in progress. I'm thinking about making every non-land card in this deck a creature. It's probably not going to be very good.
I also struggle with mono red. I haven't tested this, it's probably going to be a combination of the "Group Slug" and "Chaos" archetypes, but I'm still working on a novel approach to those themes.If you have any questions or feedback, feel free to email me at email@example.com