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This deck is super fun to play, and although it's not highly competitive, it can produce some 'out of nowhere' wins. The main goal is to enter as many dungeon rooms as possible, in particular the 'Undercity', as this dungeon provides the best collection of goodies and free creature at the end. The Undercity' is also excellent because if you can keep the initiative, you get a free room at upkeep, and this deck has two cards that allow for extra upkeeps. The commander is largely beneficial to the deck, and even without venturing into dungeons you are able to do quite a bit for yourself or bargain with opponents. Alternatively, the commander is not necessary for making the deck work, and it works to lure opponents into a false sense of security if he never hits the battlefield. Once one of the many ETB and flicker enablers are set up, it's not hard to finish two or three dungeons per turn, (or infinite dungeons) providing card draw, damage effects, free creatures, board control, ramp, etc.
There are also some infinite combos: Acerelak the Archlich and Aluren for infinite dungeon triggers, Dockside Extortionist and Cloudstone Curio, infinite mana loops, and others.
Cost reducers allow you to kick off any of Kenrith's abilities for as little as one colored mana, providing many ways to win or influence the board, including infinite card draw for any player, making big stompy creatures, life gain (or life loss with Plague Drone).
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