Build a singleton deck (so only 1 copy of each card besides basic lands) of 99 cards to go with your commander
Gate synergies typically lean on having a critical mass of gates, either to make cards like Glaive of the Guildpact more powerful or to enable synergies with cards like Nine-Fingers Keene and Maze's End
BPhillipYork: This is not good but people will think it is, I mean it's fine if the way people win is by chipping at your life over a long time, but once they have enough power on the board to actually kill you they just won't draw the card, so it falls into that group-hug stuff, only good if you have a way to profit off your opponents draw, quite a bit
It is one of the best removal cards in the game
Greta, Sweettooth Scourge Commander precon was a roaring sold-out success, proving that hobbits can bring the pain when required
If your opponents are going too far wide for you to handle, Rakdos Charm can annihilate them with their own creatures provided those creatures dont have lifelink, I guess