
My Anowon deck uses a ton of cheap and evasive rogues to try to trigger Anowon as much as I can, drawing with cantrips to manipulate top deck, and using Coastal Piracy effects to get my combo pieces. I don't even think of him as a reanimator style commander because that's so inconsistent. The mill and combat is a necessary evil to 'nerf' him and not make him be ] on a stick, akin to ] ability to draw whenever an equipped creature attacks an opponent so long as they meet the criteria of being equipped. I actually don't consider him to be a commander based on combat, or even mill. My table's not 'decently high powered' but as someone who has been running Anowon since release and quickly upgrading him, he's pretty good imo. Then your deck doesn't really compete tit for tat with the other later game decks in the pod. There are cards you can include that allow you a significant late game for sure, but I find that the early aggro/mill just pulls you hate and leads to your board getting wiped. People start dropping big blockers that you can't get through and you start to run out of steam. Unless you're in a pod with other aggressive decks, what happens is that the 3 other ramp/control/battlecruiser decks drop a board wipe on turn 5-6 to clear out all of your rogues, then you'll struggle to actually rebuild all game. It's because in a lot of metas, early game/midrange/aggro decks that want to swing and deal damage in addition to milling opponents, people don't like that. I think Anowon is significantly powerful when upgrades with strong reanimate effects, cards like ] and ] are absolutely bonkers in the deck, etc.
