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Keep in mind that this deck is not designed to be top tier, but rather a fun deck, with a tribal/theme.

Muligan:
It's though to know wether or not to keep a hand in commander, so here are some things you'll want to look for in a hand

  • Must: atleast 2 lands, preferably 3, keep in mind the colors of cards in your hand, to see if these are the right lands
  • Ramp cards
  • Some card draw (other than Reach Through Mists)
  • A creature with cmc of ~3
  • If your hand has all 3 colors covered through the use of mana rocks and lands it's very likely worth keeping, even if it lacks card draw or a low cost creature.

Budget Options:
Some of the cards in the deck are a bit expensive, so here are some valid budget options!

Strategy:
This deck mostly just wants to build it's board and swing to win, however you can also use your commander to steal creatures, and then either kill them with Greater Good or Birthing Pod, or use them to swing.
Use counterspells to counter spells that would either clear your board, or cause someone else to win/kill you

Utility Cards:
Aether Shockwave: You will find yourself using the Tap all non-spirit creatures 99,9% of the time. However it can still be used either offensively by removing all blockers, or defensively before combat on an oppnents turn, so that they cannot attack you.
Bant charm: Artifact destruction, creature removal or instant-spell counter.
Birthing pod: Lets you 'transform' creatures into one from your deck that has cmc 1 higher. Works great at sacrificing your oppnents creatures that you've stolen with Rubinia
Blinking spirit: This lets you trigger things that trigger on spirit cast, creature cast or creature etb multiple times, or every turn.
Field of Souls: Not really so much utility, but it does save your board from boardclear in a way.
Greater Good: Great card draw that can also be used to kill enemy creatures with Rubinia. Don't forget that you'll have to discard afterwards though!

Cards to consider (maybeboard)
Alchemist's Refuge: Lets you cast out spells during your oppnents turn. Cast your creatures at your oppnent's end step, and it's almost like they have haste! (plus you dodge any boardclears by waiting for the last momment) (Cheepish)
Bygone Bishop: Decent card draw, and a spirit (cheep)
Coat of Arms: Because this is a tribal deck, Coat of Arms can cause massive buffs for your swing, and win you games. (Somewhat pricey)
Eerie Procession: Tutor's for one of your Arcane spells.
Teferi's Protection & Heroic Intervention : Because your deck relies heavily on board presence, these cards are great at protecting your board from boardclears or removal in general. (Expensive)
Lantern Spirit: spirit that can self-bounce to keep triggering things like Sire of the Storm. (Consider this an alternative to Blinking Spirit, or a second bilinking spirit)

Cards to cut:
The Shrines (Honden of Cleansing Fire, Honden of Life's Web, Honden of Seeing Winds) are not a must in the deck, and are mostly being run for the theme of the deck.
Austere Command, March of Souls, Myojin of Cleansing Fire, Because you a creature based you might not want to run 3 board clears, if so I'd recommend removing Myojin over the others, as Austere command can dodge your creatures, and March of Souls gives you new 1/1 spirits.
Yomiji, Who Bars the Way: Can turn out to sometimes just be a 7 mana, 4/4 which is no fun.

Low Budget version : https://deckstats.net/decks/100595/1037359-bant-spirit-tribal-low-budget

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Maybeboard

This deck appears to be legal in EDH / Commander.

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