However, this comes with a risk, as your creatures also become artifacts, making them vulnerable to artifact removal that is common in Commander games
Spike players that like to win first and foremost would rather have the easiest win conditions to enable, while people that like a harder challenge can be attracted by some of the weirder entries on this list
Land Color tag templates(None) Gruul Turf This land enters tapped
My buddy Mike Vasovski made the Canadian National Team many moons ago with this Simic special: "Simic Special" Creatures (20) 3 Ninja of the Deep Hours 3 Patagia Viper 4 Coiling Oracle 4 Sakura-Tribe Elder 4 Sakura-Tribe Scout 2 Seshiro the Anointed Spells (18) 2 Chord of Calling 3 Mana Leak 3 Remand 4 Sosuke's Summons 3 Coat of Arms 3 Umezawa's Jitte Lands (22) 3 Island 7 Forest 4 Breeding Pool 4 Simic Growth Chamber 4 Yavimaya Coast Sideboard (15) 2 Ghost Quarter 3 Gifts Ungiven 1 Life from the Loam 3 Pithing Needle 3 Spell Snare 3 Threads of Disloyalty Beyond the tribal synergies, Coiling Oracle did a lot of work in this deck, from accelerating the mana (revealing Simic Growth Chamber is pretty dirty) to helping power out a Chord of Calling to being best friends with Ninja of the Deep Hours
I dont think that the ability to destroy artifacts and enchantments is all that relevant, but incidentally is the way that I prefer my Disenchants to come anyway
One of those decks is the Planeswalker Party