My main sticking point is that you can get down to generic guy in a hood and not remember what abilities certain creatures have, especially in a Commander game
What set is High Market from
See the set identifier in the right column for the version included in The List .) Cards added to The List Cards removed from The List All cards in The List Check out The List for past sets: Past versions of The List The List for March of the Machine The List for Phyrexia: All Will Be One The List for The Brothers' War The List for Dominaria United The List for Commander Legends: Battle for Baldur's Gate The List for Streets of New Capenna The List for Kamigawa: Neon Dynasty The List for Innistrad: Crimson Vow The List for Innistrad: Midnight Hunt The List for Dungeons & Dragons: Adventures in the Forgotten Realms The List for Modern Horizons 2 The List for Strixhaven: School of Mages The List for Kaldheim The List for Zendikar Rising

On the other hand, for small kitchen-table playgroups where the participants know each other and can agree on variations beforehand, relaxing and tweaking (or, alternately, locking down) the Commander rule can lead to some interesting variations, almost like alternate histories
You get the idea Lands are also a great place to look for upgrades
Mono-red aggro decks usually wont call for, or even be able to include counterspells besides Pyroblast