Black has plenty of ways to put specific cards in the graveyard from your library, enabling quick combo kills
For example, if Vincent's power was 7 when it dealt combat damage to an opponent but is reduced to 6 just before its last ability resolves, it won't deal any additional damage when the last ability resolves
Whilst rare always feels a little bit of a misnomer in trading card games, as theyre not all that hard to find (two cards in every pack are either Rare, Super Rare, or Legendary), they can make for some competitive cards
Theres nothing wrong with the deck or strategy, but its power is limited by its options much like Admiral Beckett Brass was before Commander Legends
She punishes every card that your opponents draw for two life, while gaining you two on your own draws, turning the natural card advantage your commanders generate into a clock
Just like the show, however, some of the synergies are just way too disjointed from each other, like the plot between seasons, to consistently win your games, unless you are a Time Lord and can manipulate the deck to its limits