Notes:

A lot of crocodiles feel one note and uninteresting outside of their ability to fuel the commander. Part of it is the lack of good crocodile options to begin with, but the additional crocodiles are somewhat boring - such as stitchmaw crocodile. More focus should perhaps be put on the exile zone, as this may be an interesting unexplored area. Returning basic lands from exile is a good idea, hard to exploit. Perhaps a rift sower like effect, or creatures that care about what is in exile. Exile-o-ghoyf for instance. Apset himself is a little too powerful with the mill 4 and recursion from each crocodile. It's a fine line, and perhaps some tinkering should be considered. Perhaps it isn't so bad due to being tied to combat and needing an attacker. Consider Tasigur by comparison.

One of the reasons behind other crocs being underwhelming is the commander's ability to reduce costs, meaning the crocodiles are balanced towards this effect. A potential big issue with the commander is its ability to offset its own commander tax. It hasn't yet come up, and in general there is a balance between casting the commander and keeping key pieces or spells available. this may come up in playtesting, however. Maybe reducing the overall amount of crocodiles would be a good idea, as some of them are very below par. Consider looking at other decks that wish to attack, but are also value based for their distribution.

Cards to change:

Stitchmaw: Mill 4, while helpful, isn't very interesting. Could use a bit of evasion to help swing in.

Marsh Tiller: Ramunap excavator, but tribal, is quite unimaginative. Exiling lands from the yard is a theme, playing lands from the yard reduces graveyard size, etc.

Sbekes: Triggering only when an opponent targets these cards is rather limiting. Letting the effect take place if you target them should open up more synergy.

Rotlake Rite: The modes aren't particularly exciting, and due to the 'x' theme on spells, this enchantment is unlikely to trigger often. The fact that you cannot control the effect means it's often incidental, with less strategy than intended. Something to do with exiling cards, x spells, evasion, etc. may be better suited.

Goldtail Commander: Straight up card draw feels blue. Drawing for each creature feels excessive when there is a lot of apparent value from the commander. The +1/+1 may be superfluously potent when it is really the evasion that one cares about. Maybe draw a card and lose a life for each opponent damaged and remove the stat buff.

Adaptive Ravager: An evasive and sticky creature, but at a steep cost and without much merit. Apset can recur good crocodiles and lands are important for the eventual gameplan of abusing 'x' costed cards. The cost makes it difficult to cast even with Apset out, and 3 damage is not relevant especially in this deck.

Cards that may not make the cut:

Dakmor Salvage: A tap land without fixing that doesn't go with the basic land from exile theme, whose greatest application is dredging from the yard, however there is a lack of discard outlets.

Gaze of Granite: A very interesting card, but has the potential to lock players out of the game, even more so than other similar effects 'black sun's zenith' and 'forced march' are also offenders, but forced only hits creatures and zenith shuffles back as well.

Stir the Grave: Low impact and costly. Fits in with the theme, but not a lot of creatures are worth it, and those that are might more easily be returned by Apset. Doesn't resurrect other player's creatures!

Memory's Journey: Low impact, ostensibly to reduce chance of milling out. No other use besides. Perpetual Timepiece is better re this. Potentially other cards too, maybe room for designing a croc to address this issue too.

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91% Casual

Competitive