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This deck is mainly focused on getting as many high value targets for Araumi of the Dead Tide into the graveyard as possible, and casting them for even more value!
To fill up the graveyard, we have powerful selfmill cards such as the amazing Altar of Dementia, Stitcher's Supplier and Perpetual Timepiece, which all quickly fill our graveyard to the brim. In the graveyard, our most powerful creatures are our black creatures: They all have powerful ETB's, which either fills our board or destroys our opponent's precious creatures. Our blue creatures are powerful as well, but do things a little differently by drawing us cards, stealing spells and snatching creatures straight from the battlefield.
To make sure we can activate our commander, I've included the both Lightning Greaves and Swiftfoot Boots, so that Araumi can hit the ground (wave?) running while also being protected. Other artifacts include Panharmonicon for double up on our ETB's, as well as Sundial of the Infinite for keeping the creatures we get from Araumi instead of losing them.
So as to not lose gas, we have plenty of good draw spells and creatures, notably Mulldrifter, Treasure Cruise and Floating-Dream Zubera. To ensure the graveyard stays nice and full, we also have a lot of loot-effects in the form of Looter il-Kor, Notion Rain and Thirst for Knowledge etc. While these options don't always offer us card advantage, they do give us card selection, while also moving our big beaters from the hand into the grave.
With all of our draw and looting, we'll hopefully also draw into our removal spells, some of which are on creatures like Ravenous Chupacabra for those Araumi encores! Others, like Cyclonic Rift and Feed the Swarm, are one-time effects but definitely worth a slot.
Lastly, there's the land and ramp package. Some cards of note here are Millikin and Deranged Assistant, which are the true MVP's of the deck; you can't beat creatures serving as both ramp and mill! In the lands department, there's also some zingers, namely Minamo, School at Water's Edge, letting Ararumi do all of her nasty tricks a second time per turn cycle. Our bounce lands, Dimir Aqueduct and Guildless commons, may seem forgetable, but can serve as a way of discarding good encore targets; fx, if you cast any other land on turn 1, and then a bounce land on turn 2, resulting in a hand size of 8 cards total. Voila, free discard!

So there you have it. Any advice is greatly appreciated, since I haven't built many decks myself. Cheers!

EDIT: The deck description has recently undergone a few changes. Let me know if you spot an error, fx a mentioned card, which isn't in the deck list.

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Dieses Deck scheint in EDH / Commander legal zu sein!

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Punkte Kartenname Typ Mana Seltenheit Salt
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