Alseid of Life's Bounty - and sac to give protection and save another creature is great. What makes it perfect for our deck is that it also has Lifelink.
Animate Dead - we can let our Commander go to the graveyard for many reasons. Here are two more. They can also be used to snag something big out of an opponent's grave. There just sweet, universal, lil Body Doubles.
Assemble the Players - Because of our companion restriction we're limited in the permanents we can use to draw additional cards, this one though is a banger. Allowing us to get potential psuedo-draws every single turn. At the time of writing this all the creatures in our deck has two or less power. We are allowed to play cards with Flash on other players turns. Ironically, one the few creatures with Flash, Cathar Commando, is the only creature with more than two power in the deck. Viscera Seer can clear the top of our deck for another potential play. With Amalia Benavides Aguirre it can help inform our land drops and get us closer to a card we want to cast, as long as we're gaining life. If nothing else it gives us more information.
Arcane Signet - Better than Fellwar Stone because it guarantees our colours. And this IS the best art.
Call of the Ring - our most consistent tempter. Just four turns and we'll have ring bearer enthralled to the ring. If we lose it then we're just an upkeep away from getting a new one. On that note every turn we can lose two life and draw a card if we change a ring bearer. Beyond drawing a card changing the ring bearer has many advantages. We may want a lower powered ring bearer to take advantage of the pseudo-skulk ability. We may want to do the opposite to take advantage of the pseudo death touch and force an uncomfortable block or lose a planeswalker. We may also want to take advantage of a newly played creature with an additional ability like trample or flying. Finally, changing our ring bearer can fix our mana if we have Mox Amber in play. There are so many applications for moving around the ring.
Cauldron Familiar & Witch's Oven - One-two punch that slows down every format they're in. The Oven is more flexible as a Sacrifice outlet. We don't have another way to make for the cat to eat so it may just be a chump blocker in a lot of situations. Put them together and they're a dynamic duo.
Corpse Knight - We're not just about gaining life on Enter The Battlefield (ETB) triggers we also need to inflict some pain. Especially with Bitterblossom and/or Skrelv's Hive.
card:Dawn of a New Age(ltr) - Norn's Wellspring had a brief and unimpressive run. Instead of our goal being drawing two cards over the course of a game, that should be our floor. In a perfect scenario we play a 1 drop turn 1, then our Commander on turn 2, and on turn 3 we play another 1 drop then this. We'll draw three and when it goes we gain life and we'll be ready to bring it back with Lurrus. Into the mid game Dawn becomes Wrath insurance.
Dauthi Voidwalker - in most situations Shadow may as well be "can't block" and "can't be blocked". It also pressures our opponent's graveyards by exiling cards which go there. If that wasn't enough we get to cast one of those cards . If only we had a way to play it every turn and get our opponent's big spells for . Even if we don't have Lurrus of the Dream-Den we have other ways to replay it from the graveyard (Phyrexian Reclamation,
Vat of Rebirth, Animate Dead, etc.). Just another overpowered card from Modern Horizons 2 .
Drannith Magistrate - More a lock piece than a piece of taxation. It doesn't affect us only our opponents. It stops any type of flash back or play from exile type abilities. Playing a Commander from the Command Zone is also important part of most deck's gameplay.
Entomb - Toss a card in the graveyard and bring it back with any one of many restriction tools. We can also take advantage of the hidden text on this card because it sends any card to the 'yard, not just creatures.
Esper Sentinel - We can draw multiple cards every turn cycle. It's unlikely our opponents will be paying more than for their first non-creature spell every turn but, if we can't draw taxing our opponents is a nice consolation.
Executioner's Capsule - it's tricky to find a permanent that destroys all creatures AND costs two or less. This is probably the best option. Not being able to target black creatures can be a problem. That just means we know where to send our spells.
Forbidden Orchard - Fixes our mana, triggers our soul sisters, which in turn triggers
Karlov AND we can be diplomatic with chump blockers.
Frodo, Sauron's Bane - Who doesn't like a little alternate wincon? Like most alternate win cons the stars will have to align for us to win this way. We'll get to that in a moment. The base for Frodo is unimpressiv but, like with Figure of Destiny this card kicks off once we start pouring mana into it. His first leveled form makes him a 2/3 with lifelink. Let's be honest this will likely be where he spends most of his time and this is a serviceable if unimpressive card for our deck. When Frodo reaches his final form a target goes up (or he becomes a distraction) and we'll want to a piece of protect either in hand or active on the battlefield, preferably both. Now if we connect with our opponent we win if we've maxed out the temptation of the ring. If we haven't we'll be tempted and try again next turn. Realisticly, the best time to play Frodo is at the end of the game when there are fewer spells and fewer players in the game. As Gandalf once said "There's was never much hope, just a fool's hope". It'll be fun to try though.
Generous Gift - it's nice to have a card that can destroy anything. The 3/3 left behind is almost always better.
Grand Abolisher - Not a traditional tax man who forces additional costs to spells and ability. This one just shuts them down on our turns. Living the dream of spells never being countered. Shutting down activated abilities is nothing to sneeze at either.
Hope of Ghirapur - We have to hit our opponent for this to work but we can lock down the combo player from comboing off, replay it and do it again the turn after.
Kaya's Ghostform - Another way to save our creatures from the graveyard. Nice bonus of being able to pull things back from exile. With Lurrus still in play we'll be able replay this aura over and over again.
card:Leonine Arbiter - because of budget and deck building decisions there aren't a lot of times when we search our deck, compared to other Commander decks. This gives us the opportunity to make searching miserable for other players.
Metastatic Evangel - If this works we may need to find room for Mikaeus, the Lunarch
Minas Tirith - This one might be wishful thinking but, being able to draw cards off our land is too good not to try.
Night's Whisper - Straight forward pay two life draw two cards. It could also be Sign in Blood.
Norn's Wellspring - Trying this out over Night's Whisper. We're looking to grind so we're likely to draw more than two cards over the course of the game.
Orzhov Basilica - It's always risky putting a Karoo land into our deck. There is a real risk of it being destroyed before we get to use it. There are a couple of lands that gain us life when they enter play, picking them up and reusing them is pretty useful. We're also playing Takenuma & the new Eiganjo. It's not impossible that we'll need to play these early and we'll want their recursion and removal, respectively, in the later game.
Orzhov Signet - Good colourless mana filtering.
Paladin Class - there are three levels to climb through. We get what we want right off the bat. Plus to our opponents spells on our turns. The second level gives us an anthem, which is nice. The third level is also nice but we're not going to break our backs to get there.
Remorseful Cleric - In Commander some players ignore their graveyard, some people plan to Recycle a few cards. Some people use the graveyard as a second hand. We need to be able to reactivately respond to the last two or the situation could be grim. Jirina, Dauntless General was a consideration. We do have some humans to take advantage of her sacrifice effect, removing a graveyard as an ETB just isn't enough.
Seal of Cleansing - With this we'll be able to Eliminate one problem artifact or enchantment every turn.
Selfless Savior - Protects one creature from mass or targeted removal. Truly, the goodest boy. This is a better choice than Dauntless Bodyguard because it has to be cast after Karlov and we're limited in what we grant indestructibility to.
Sevinne's Reclamation - This is our back-up recursion and is extra flexible with it's Flashback. Patch Up and Victimize are also good recursion with the same CMC.
Snuff Out - Why use mana to kill something when we can just pay life? There are a couple of caveats. We have to control a Swamp and this card comes from an era when black targeted removal couldn't remove a black card for reasons. If we were a bit richer card:Deadly Rollock would slot in perfectly.
Sun Droplet - Part of the reason we're playing Caves of Koilos & City of Brass. Sun Droplet also has the Verdant Force clause where we will activate it EVERY upkeep, not just ours. We can quickly regain those little pokes and after three players' turns Karlov is rather tall and can exile one problem. Castle Locthwain & Silent Clearing. They're loss of life not damage.
Reverent Mantra - Brave the Elements's bigger brother. It has all the same perks as Brave but costs far more. This big brother is always willing to help out for a cost, Mantra can be cast for free as long as we exile a white card from our hand.
Spirited Companion - White's Elvish Visionary. Something which combos with our Viscera Seer. It can also be used to block and recast with Lurrus. Cat's and dogs working together at last.
Talisman of Hierarchy - Good colourless mana-fixing. The damage we take an also activate Sun Droplet, in turn will power up our Commander.
Thalia, Guardian of Thraben - She taxes all non-creature spells which can come back to bite us but the results are worth it.
Thrull Parasite - The lowest casting cost for an Extort creature. In addition to stealing life when we cast something it can so remove a counter from non-land permanents. If want to be kind we can keep someone's Saga in play. In most situations we'll be mean and use it to pull +1/+1 counters to mess up blocks or loyalty from Planeswalkers to make using their middle and ultimate abilities.
Tithe Taker - A middle ground between Grand Abolisher and Thalia. The spirit it leaves behind isn't nothing either.
Tormod's Crypt - We won't be reusing it every turn but, it's something we'll want to reuse to keep the other graveyard decks honest.
Vat of Rebirth - This is a back up Phyrexian Reclamation. There are pros and cons but Reclamation is better because the only hoop to jump through is paying 2 life. Vat of Rebirth we have to wait for four creatures and/or artifacts to die between activations and only ar sorcery speed. The reason it has a spot is it puts the creature directly into play. When rebuilding after a Wrath efficiently getting cards into play can be the difference between survival and watching the rest of the game from the sidelines.
Village Rites - Best way to get value from a creature we're going to lose to removal. Or if we need to dig a little deeper for some cards.
Vraan, Executioner Thane - Chump block with another creature the table loses and we win. Targeted removal we win. Scry with Viscera Seer coming out even further ahead. It's sad he only triggers once per turn. We'll just have to make that work for us.
Zuran Orb - Gain life on demand at no cost. We're so low to the ground we can occastionaly afford to Sacrifice down to two or three lands. Flagstones of Trokair combos perfectly.