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Instead, think about what she actually does. It's natural to counter the loss of life she provides with life gain, but this isn't actually a good idea as it slows you down too much without any benefit. She doesn't do much to advance a life gain strategy other than have lifelink. Black/white decks are the best (IMO), and lifegain is always fun - I hope you have fun playing it! If you have any other questions, let me know and I'll do my best to respond. Overall, I like the deck! It has ramp, threats, removal, and card advantage.
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Hopefully this wall of text has helped a little. Definitely play around with it, but I have a feeling you may want more a few more lands. You do have some mana rocks and a lower curve, but even then 34 (with the MDFC lands) might not be enough. Last thing I'll mention is that for the average Commander deck, you'd want around 37-40 lands (depending on overall curve and other ramp you may have). In Commander, every card slot is impactful. Plus, it doesn't have any synergy with any of the other themes (lifegain, +1/+1 counters, etc.). There is some amount of politicking that could be done ("if I attack you and you block, I'll enchant that other player's scary permanent"), but the issue I see then is that in that case it's a slow removal spell, and one that would both require the cooperation of other players and allows them to play around it. Most of the time I'd envision players not blocking it and just taking the 2. Likewise, Vengeful Strangler is less effective in a multiplayer game, especially where everyone starts at 40 life. Tormod's Crypt is a great example, as it costs no mana, you can activate at instant speed, and you can either make your opponents play around it or force you to use it and still set them back. In general, interaction in Commander is best not only when it's cheap, but also when it's able to be used at the best moment to mess up your opponents, which is usually after they've already spent their mana/resources.
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It could hit and devastate that player, but then one of the other two players plays an impactful spell and takes over. It could hit, but then it doesn't really matter as they didn't spend any resources on that card and they play another card instead. It could miss, meaning you just spent a card for nothing. Cards like Duress that only affect one opponent (and at sorcery speed) usually don't work out as expected. Lifegain is the main theme, but it's also possible to work in subthemes that still work with the main goal.Īnother group of cards are those that are great in 1v1, but in a commander setting get diminishing returns. Again, this isn't to say the Priest is bad, but rather by working in more counter synergies, it makes the Priest that much stronger. However, I only see a total of 7 other cards that even mention +1/+1 counters. When a deck has lots of +1/+1 counter synergies, it can do a lot of work. In a similar vein, cards like Abzan Battle Priest may not be fully utilized as the deck is now. Especially with a lifegain strat, you'll want most of your cards to be as synergistic as possible. Not to say that cycling is bad necessarily (it's always a good fallback for a card), but if that's all they ever do, it might be worthwhile to see if there are other cards you could be using instead.
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Most of the time they'll just cycle themselves. Cards like Chromatic Star and Prophetic Prism don't advance your gameplan. So Liesa naturally lends herself to a lifegain strat, which I see you're already leaning into! However, some of the cards seem like filler, and don't really contribute to that overall goal. Looking at your list, there are some cards that stick out as being less than ideal, but rather than tell you which cards I'd put in, instead I'll just point out why I wouldn't run some and let you explore other cards on your own. Welcome to EDH! It's a great format, and I hope you enjoy your time building, tinkering, and playing.
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