This section is about two things; removal and cards that will make our opponents scowl with disappointment. Lets start with the former!
Our removal package to the non-D&D fans out there will look strange. Why no Swords to Plowshares or Anguished Unmaking? Firstly, our ramp is already the traditional cookie-cutter green ramp base which you've seen a million times, and I don't want the rest of the deck to be like that. Secondly, I enjoy having to rely on my party to get me out of a jam. Lastly, the removal spells are mostly D&D themed. At one stage I had a Fireball in this deck, and I occasionally switch it around for other removal spells just to cast it. If you want to improve your removal be my guest, pick your favourite, but here is the removal I am using:
Acquisitions Expert acts more like disruption than actual removal. Choose an opponent low on cards when you're stocked up with a party and see if you can remove their answer or threat from hand. Use this on the patient player at the table to make them regret not playing their threats sooner.
Agent of Treachery is another removal spell that doesn't really remove anything on the board. It does one better and takes it! Now you're the threat.
Brutal Hordechief can act as removal. Force your opponents into uncomfortable blocks and remove their creatures with it. You can even use it on your opponents combat steps.
Concerted Defense is both a defensive counterspell and a way to stop your opponents from going off with instant shenanigans.
Counterspell in Magic is just as irritating as it is in Dungeons and Dragons. Its one of the best spells in the history of both games. If your group finds it annoying, you can always switch it out for Fireball, but the classic Counterspell stops so much more before its even happened.
Deadly Alliance fills out our Murder replacement for the deck. Classic and effective spot removal that can be as cheap as one mana.
Fiend Hunter can be found off of Tazri and is our source of exile. For those of you who don't know, if you kill Fiend Hunter in response to its target it can become a permanent exile effect. Remind your opponent about that, because they cannot remove it from the field until you resolve the trigger and regain priority without losing their creature forever.
Garth One-Eye truly is the meta-gamer of the party that can just do everything. Our protagonist has a classic Terror and Disenchant attached to him, so he can deal with almost any non-land permanent.
Journey to Oblivion fills out our Oblivion Ring effect for the deck as a way to exile most non-land permanents. Sure, your opponent can use their removal to get it back, but then its not going after your other troubling permanents.
Lightning Bolt is not as terrible as many people would claim it to be in commander. It hits a surprising amount of creatures and commanders, and can go to face for the win! Who said Fireball was the superior third level spell!... wait.
Linvala, Shield of Sea Gate doesn't remove cards in the traditional sense, but with a full party can "DETAIN!" a permanent and stop it from doing anything apart from getting triggered.
Merciless Eviction is my choice for the first board-wipe and our source of mass exile. Many people prefer snappier board-clears but none have the versatility close to this orzhov giant.
Nihil Spellbomb exists purely to keep graveyard decks fair. There are other party-based cards that help lock down a grave, but I prefer an approach that cleans out the graveyard cheaply and quickly. It also replaces itself which is nice.
Polymorph an opponents problematic permanent just to see a worse permanent off the top! Our decks chaos warp, but it does have its own utility for us as well. Polymorphing a token into just about any creature is worth-while for us. The card is funny, functions well and you almost always enjoy casting it to spin the wheel. Not the most effective removal spell, but definitely one of the most fun.
Qasali Pridemage can shut down decks on its own. The exalted is nice, but the fact it is a hittable party member and all of our recursion engines can bring it back from the graveyard means that the pridemage is our best hate for artefacts and enchantments.
Ruinous Ultimatum is my second choice for a board-wipe and the most one-sided in our favour. The ultimatum can clear a path for us to win the game. If the first isn't successful, bringing it back with an Archaeomancer and doing it again almost certainly is.
Selfless Glyphweaver
has the flipside of Deadly Vanity. That makes this board-wipe findable through Tazri and gives us some additional utility. Deadly Vanity is particularly useful with Tazri because it keeps our commander alive, allowing us to dig for a rebuild quicker than our opponents can.
Sigrid, God-Favored is our instant-speed out to a surprise lethal. Sigrid acts much like a Fiend Hunter, without the ability to exile something forever. Sigrid can act at instant speed though, meaning you can hit it off of Tazri and save yourself in a pinch.
Zagras, Thief of Heartbeats can be surprise planeswalker hate, giving our vampire some extra utility on top of its already good stat-line.
The next part of this section describes the cards your table might dislike. Now if you are a truly soulless Game Master then perhaps you want even more cards like this. However, I think its important that your playgroup also has fun at the table. If they really have a problem with some of these cards, please consider replacing them and not telling them just to 'get gud scrub!' It will lead to an arms race that nobody in a local community wants. Pick cards you all have fun with and your time playing commander will be much nicer. That said, here are those mean cards:
Agent of Treachery divides opinion a lot. To a lesser extent you could include Gonti, Lord of Luxury and Thieving Skydiver as they both steal from your opponent. We aren't flickering either repeatedly so it is not as abusive as it could be. However, people enjoy playing their own cards and don't enjoy being beaten to death with them (as funny as that can be).
Counterspell joins the pool of cards that divide opinion. I have a friend that believes counter-magic is against the spirit of the game, but the same player will take infinite turns and lock everyone else out of the game. If you have a friend like this speak to them about their combos as well, as counter-magic is often the only way to stop certain effects from ending the game (looking at you Expropriate).
Coveted Prize is our best payoff card by a mile. I usually despise tutors like Imperial Seal, Vampiric Tutor and Demonic Tutor in commander because it usually makes games too samey. In this case, Coveted Prize at least has some hoops to jump through to get it to work. If your playgroup also dislikes tutoring, consider replacing prize for any of the recommendations beforehand or maybe a party card in the credits. Another thing to add is that you don't have to tutor for the win, if you think it would be more fun to tutor and cast Polymorph do it!
Garth One-Eye is the protagonist of this deck and our card that does everything we could ever want it to. At first, my table had no issues with it. Now? I get scolded if it resolves. The card can just do everything you need it to in a casual game of commander, and people might find issue with that.
Najeela, the Blade-Blossom is a borked card. Leave her alone for one turn with open mana and she will win the game. Whilst I do believe every commander deck should have one finisher, not everyone shares that opinion. If your group hates Najeela enough, switch her for any other warrior or changeling. Just like with tutoring, just because you have it doesn't mean you have to win the game with it. If the board is fun and people are enjoying themselves, let them have their fun.
Sword of Dungeons & Dragons often gets complained about because its silver bordered. I've had opponents complain that no magic card will ever roll a d20. Its amusing looking back on it now, and there are plenty more powerful swords in the game. If your opponent dislikes you running silver border, its probably more their own problem. But to make it so people can all enjoy the game, bring it out for a black-bordered card.