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Goku and friends won't stop summoning Shenron (EDH / Commander)

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Gather the dragon balls (forests) summon Shenron (Kura), and then wish (kill Kura) for more balls or big creatures. Rinse repeat as much as possible then finish the game with something like Cultivator Colossus, Genesis Storm, or Altar of Dementia, assuming you haven't stomped them with Spirit tokens by that point. Make sure you have a few extra land plays with cards like Azusa, Lost but Seeking for maximum effectiveness.

Combos:
Crucible of Worlds (or Ramunap Excavator or Ancient Greenwarden) + Brokers Hideout: use this whenever you have extra land plays at end of turn, which will be often. This also doubles landfall triggers (or quads with Greenwarden). Zuran Orb can also help if you somehow can get a hold of Brokers.
Jeweled Lotus + Regrowth (or Bala Ged Recovery or Eternal Witness): free early commander, though usually it's best to use these on your commander when you keep it in the graveyard to circumvent high commander taxes later.
Blade of Selves + Kura, the Boundless Sky: each copy triggers the legend rule, thus forcing you to sac, thus triggering an extra death. If you play more 1v1, switch this with Strionic Resonator.
Nim Deathmantle + Kura: cheap commander replays, so long as you always have the mana, which you should.
Burgeoning + Rites of Flourishing: double-dip on extra land plays. another way to phrase this, avoid using Rites if you don't have Burgeoning to take advantage, as this could give your opponents enough fuel for a comeback.
Awaken the Woods + Scute Swarm: if you have 6 lands and Scute is already on the field, you now have 16 Scutes, and the growth is only more exponential from there. Try to get a hold of Heroic Intervention in case your opponent has a wipe ready.

Further Tips:
If you frequently find yourself with too many extra "play a land from your hand" with cards like Sakura-Tribe Scout and not quite having enough land to capitalize on it, switch them out one at a time with Llanowar Elves and the like until your mana availability is to your liking.
Wrenn and Seven is mostly for free forest plays. If you use any of his other abilities, use -3, and maybe +1 if you're desperate for land somehow. His -8 is not very useful for this deck.
Nissa's -8 is what you want more than anything. Your opponents will target her hard. It's difficult to pull off, which is why I didn't put it in the combos, but if you can -8 her, Awaken the Woods becomes an immediate win condition (especially if she survives afterward).
If you find your opponents frequently wiping your Scutes and Woods, you may want to add in Ashnod's Altar so you can at least recover some extra mana. I recommend switching out Nyxbloom Ancient in that case.

Lastly, of course I added Urza lands. One Kura death and you can instantly get +8 mana per turn, but they make this way too easy, so I simply left them in sideboard for more competitive groups.

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Questo mazzo sembra essere legale in EDH / Commander.

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