Voltron
Pile equipment and auras onto one creature until it can win on its own.
Twenty one damage from your commander knocks a player out, and a well equipped commander gets there in three swings. The deck is one creature and a stack of things to attach to it. The risk is the obvious one: answer the creature and everything you spent goes with it, so protection matters as much as size.
Not this one?
Leave empty for no limit. Cards you own do not count.
Commanders for Voltron
Ordered by how often they are played, with the ones you own first.