Each creature you control assigns combat damage equal to its toughness rather than its power.
Whenever Rasaad yn Bashir attacks, if you have the initiative, double the toughness of each creature you control until end of turn.
Choose a Background (You can have a Background as a second commander.)
Build a defensive, high-toughness army that deals combat damage equal to toughness instead of power, then take the initiative to double everyone's toughness for explosive alpha strikes. You play resilient blockers and toughness-boosters early, grab the initiative with a dungeon-venture engine, and swing wide for lethal once your walls become beaters.
Turns normally-passive high-toughness walls into massive attackers, an underused axis few decks plan around
Toughness-pumping effects (Indestructibility, +0/+X) become offensive while keeping creatures hard to kill
Initiative gives card advantage and a built-in damage doubler that can end games out of nowhere
Background slot lets you customize the deck's secondary engine
Mono-white means weak ramp and card draw relative to other colors
Toughness reduction and -X/-X effects (Toxic Deluge, Last Gasp) hit the whole strategy
Relies on the initiative, which opponents can steal back by dealing combat damage to you
Board wipes and edicts still punish a creature-centric plan, and Rasaad himself is a 1/3 that needs evasion or protection