So the Imperium deck was, loosely, an esper go-wide deck. The whole focus was on making a lot of dudes and swinging in. Squad as a mechanic gets introduced here, which fits into that go-wide theme. The two commanders,
Greyfax and
Calgar, work with going wide. Greyfax's investigate ability is a little odd, but the 1/0 vigilance aura is genuinely crazy good.
Belisarius has a slight artifact theme, but it works with the deck because you're makin' dudes and cashing in on 'em.
Severina introduces some aristocrats elements, but wants you to go wide for the first ability. Lots of riffs on that go-wide theme, different ways to approach it. Silly cards that are honestly not that good but which are hilarious to build around, like a
counterspell that also hits abilities and might just blast someone for 30 damage.
But then there's a bunch of shit that doesn't really fit. There's a
lifegain payoff reanimator card. There's
miracle cards without a way to stack the top of the deck (though one does at least go wide). There's a
reanimate life-gain card that has more colors than the life-gain payoff commander choice. There's a guy that cares about
manipulating the top of your deck to have instants and sorceries, both things this deck doesn't focus on. These are weird side-tangents that don't make the deck unplayable, but they're weird inclusions.
But then there's
The Flesh is Weak. This card pumps your team... when it comes down. And then? Then it permanently debuffs your deck.
There are
six cards in the deck that make 1/1 tokens. These tokens immediately die when The Flesh is Weak is on the field. It's a truly idiotic inclusion.