This cards release has raised many questions, primarily because its presence undermines over a decade of established lore
Skills a strong commander should have: they should be cost efficient / cheap and/or easy to cast they should have good stats for their costs they should have as many good effects as possible they shouldn't have any ot to many downsides they should have a high/good coloridentidy they can break parity in some kind of way they have inpact as soon as they enter the board (either they have haste, or a good ETB- or static-Effect or they have triggered ability) Commanders from Tier 0 to Tier 4 are commander who can be easily broken with specific cards
When Hildibrand Manderville dies, you may cast it from your graveyard as an Adventure until the end of your next turn
Either theyll pay life to protect their lands, or youre casting a huge burn spell in white
Its all guesswork, of course, and its always valid to build a deck around a commander you like that's considered less powerful
Om din bil har stenskott i vindrutan r det en god id att lmna in bilen hos en glasmstare