Rakdos Berserkers under Kardur
We want a grand Melee and for everyone to fight it out. We have three categories here, Gas (Ramp, Madness, and Card Draw as this gets out value for us faster, which we need), Removal (interaction and ways to deal with problems), and then Winning (Protection, Goading, and Haste Enablers for combat as that's how we win.
Combos!!!:
Pyromancer's Goggles: This pairs with any instant or sorcery other than Disrupt Decorum, as us goading everything twice this turn doesn't do too much for us. We can get double value out of a solid amount of card draw and removal.
Terminal Agony Cast for two at madness cost for one of our discard draw spells to kill two creatures instead of one in this combo
Fatal Grudge Sacrifice one nonland permanent to make everyone else sacrifice two of the type and draw two cards
Big Score Only have to discard 1 card for four treasures and to draw 4 cards. This is huge, same applies to the other two red draw spells in deck
Pirate's Pillage See Big Score
Unexpected Windfall See Big Score
Valakut Awakening
Don't like what you got the first round? Put those on the bottom of the deck and try again. If nothing else you still netted the additional card twice making this amazing here.
Kill! Maim! Burn! Destroy 2 artifacts, two creatures, and 3 to the face against two targets or hit someone twice for 6 to the face
Bedevil Kill two targets Artifacts, Planeswalkers, or Creatures
Kolaghan's Command Get all the value here, by getting a total of 4 of the options, and being able to pick each one twice. That's a lot of value there.
Cauldron Dance I saved the best for last, with this you put two creatures from your hand into play with haste, two from your 'yard with haste onto the battlefield. That's 4 creatures for 6 mana, at the end of turn that is then two death triggers on the ones you put from your hand die, and two leaving the battlefield trigger as the two creatures from the yard go to your hand.
Equipment: Let's our guys hit harder
Komainu Battle Armor Goad all creatures and opponent controls as you hit them for combat damage with this creature/equipment [+2/+2 Menace] (4) Reconfigure // 2/2 Menace artifact creature - Equipment Dog
The Reaver Cleaver +1/+1 Trample, Make a number of treasures equal to the combat damage you deal to a player or a planeswalker (3) Equip
Sword of the Animist +1/+1, search your library for a basic land on attack and put it into the battlefield tapped, (2) Equip
Drach'Nyen Exile target creature on etb, handy and then boosts equipped creature by the exiled creature's power and give menace, (2) Equip
Ghost Lantern Great adventure to get something to hand from the yard and later get a handy equipment "Whenever a creature you control dies, put a +1/+1 counter on equipped creature", (1) Equip
Sword of Sinew and Steel (2/+2 Protection from Red and Black, destroy and artifact and planeswalker of who you hit with it, (2) Equip
Fiendlash +2/+0 Reach, Whenever equipped creature is dealt damage, it deals damage equal to its power to target player or planeswalker. (2R) Equip
Vorpal Sword +2/+0 Deathtouch,
(5BBB): Until end of turn, Vorpal Sword gains "Whenever equipped creature deals combat damage to a player, that player loses the game." (BB) Equip
(13)Ramp: Can't cast anything without mana
Crowded Crypt Mana Rock that can make us zombies on sacrifice
Cursed Mirror Mana Rock, that's a copy of a creature with haste for a turn
Glittering Stockpile Mana rock and battery in one
Myriad Landscape Ramp and can help get my mana better fixed
Pyromancer's Goggles Mana rock that also copies red instant and sorceries cast with it
Solemn Simulacrum Ramp and incidental draw
Terrain Generator Can help us play an additional basic land
Sword of the Animist Repeatable Ramps us a basic on attack trigger
Wayfarer's Bauble Ramp
The Bloodsky Massacre The second level is solid draw and then a ritual for mana on the third stage (.5)
Treasure, The Reaver Cleaver multiple spells make some treasure for temp ramp and the cleaver does on player damage from combat (4 Spells, 3 make two and 1 makes one) (.5 for each spell and 1 for The Reaver Cleaver)
(14)Draw: We all need gas to get things going
Castle Locthwain It's there if we need a card
Big Score Discard one of our vampire berserkers with madness to get even more value or load the 'yard with reanimation targets
Deadly Dispute Draw two and make a treasure for an artifact or creature sacrifice
Garna, Bloodfist of Keld Creature dies attacking? Draw a card, if not then hit each opponent for 1
Pirate's Pillage Discard one of our vampire berserkers with madness to get even more value or load the 'yard with reanimation targets
Reckoner's Bargain Draw two and gain life equal to the CMC of whatever artifact or creature we sacrifice
The Bloodsky Massacre The second level is solid draw and then a ritual for mana on the third stage
Unexpected Windfall Discard one of our vampire berserkers with madness to get even more value or load the 'yard with reanimation targets
Skemfar Avenger non token death trigger for card draw
Village Rites draw two
Valakut Awakening
A wheel like spell but puts to the bottom of the library instead
Burning-Rune Demon A tutor, but still card advantage
Incidental draw: (Three spells)
Solemn Simulacrum, Dark Dabbling, Fatal Grudge
(4)Madness: Cards we want to discard
Incorrigible Youths
Insatiable Gorgers
Terminal Agony
Bloodmad Vampire
(10)Graveyard fuel: We need things in the 'yard to reanimate.
Burning-Rune Demon Puts a creature in our graveyard and one in our hand from the deck
Cauldron Dance Does a lot but we end up with a creature from hand on the field for a turn and then dead for reanimation or reclamation
Discard outlets: Unexpected Windfall, Pirate's Pillage, Big Score
Sac outlets: Fatal Grudge, Victimize, Reckoner's Bargain, Deadly Dispute, Village Rites
(7.5)Reanimation: Back to the Battlefield
Agadeem's Awakening
Can be a land or handy reanimation spell for a few or a lot of creatures
Balduvian Atrocity Quick Temporary reanimation, 10 viable targets in deck and you give them haste and sac them at end of turn
Cauldron Dance One creature from your hand for a turn with haste and then sac it at end of turn, and put a creature from graveyard for a turn with haste and then put it in your hand of end of turn. Really fun (counts as a half as it's a bit of reanimation and reclamation)
Victimize Sac one creature to bring back two
Patriarch's Bidding Brings back all of one type of creature for everyone (each player can choose one), not great against tribal decks but can go perfect if we can get a big goad off right after
Malakir Rebirth
A great it's not actually dead card, also a land of we need one
Haunting Voyage for 6 we can bring back two creatures that share a type, or pay two to Foretell (protecting it from discard and such) and then cast for 7 later and get all of one type back for us. Worth it
Dark Dabbling Kinda is, regens all of our stuff if we have two instants or sorceries in the 'yard, just one if not. (.5)
(7)Reclamation: To hand from the 'yard
Fortuitous Find Get an artifact and creature back to hand
Buried Ruin Get an artifact back to hand, can be ramp or get back a key equipment destroyed.
Cauldron Dance One creature from your hand for a turn with haste and then sac it at end of turn, and put a creature from graveyard for a turn with haste and then put it in your hand of end of turn. Really fun (counts as a half as it's a bit of reanimation and reclamation)
Memorial to Folly Bring a key creature back when needed
Ghost Lantern Great adventure to get something to hand from the yard and later get a handy equipment
Cleaving Reaper Repeatable When an Angel or Berserker enters our side of the battle field, you can pay three life and put it back in your hand
Kolaghan's Command Can be this, or removal
(10)Removal: Get rid of problem targets, I tried to avoid board wipes in favor of targeted and some mass removal
Bedevil Kills a creature, planeswalker, or artifact.
Kolaghan's Command Mass Removal that's diverse
Kill! Maim! Burn! Mass, destroying a creature, artifact, and three to an opponents face
Drach'Nyen Exile target creature on etb, handy and then boosts equipped creature by the exiled creature's power and give menace
Eradicator Valkyrie Mass, Repeatable Boast and sac, to make everyone else do it too
Feed the Swarm Kills creature or enchantment, we need something for enchantments
Fatal Grudge Mass, Make your opponents all sac whatever permanent you sac and draw a card
Hagra Mauling
A land or reasonable kill spell
Cinderheart Giant A 7 damage death trigger to kill a creature
Surtland Flinger Fling when attacking to any target, also deals double with giants (6 in deck)
Sword of Sinew and Steel Repeatable, Mass, destroy and artifact and planeswalker of who you hit with it. Kills two things, though planeswalkers aren't huge in Commander from who I have played with overall
Terminal Agony Madness Removal card
(3)Haste Enablers: We're an aggro deck, we need this bad
Axgard Cavalry tap to give a creature haste
Lovisa Coldeyes +2/+2 and haste for all berserkers
Doomskar Titan Etb of all creatures gain haste and +1/+0 until end of turn
(3)Goading: We want people to attack each other, not us if we can help it
Komainu Battle Armor Goad all creatures and opponent controls as you hit them for combat damage with this creature/equipment
Kardur, Doomscourge Repeatable Our commander and her also hurts opponents when an attacking creature dies
Disrupt Decorum Goad everyone but you
(5)Protection Pieces: Removal and board wipes are out to mess with us, these help deal with it
Dark Dabbling Regenerate one creature, or all if we have spell mastery
Rise of the Dread Marn Sure, you wiped the board, we now have a number of 2/2 Zombie Berserkers equal to the nontoken creatures killed
Rage-Scarred Berserker Indestructible until end of turn for one of our creatures
Karfell Kennel-Master Indestructible until end of turn for two of our creatures
Malakir Rebirth
A great it's not actually dead card, also a land of we need one