Destroying permanents in Magic: The Gathering is inevitable, but playing these cards in Commander is usually frowned upon and can completely disrupt the game state for everyone else
[...] A quirk of Commander deckbuilding is the social contract and the format's focus on a fun, communal experience rather than wins and losses
Interaction Reconnaissance does great work in any deck that gets attack triggers, letting you run your attackers into certain death to ramp up your coolness to 100% or more, and then untapping them and removing them from combat before they could die
Wednesday's WeeklyMTG debut stream (watch it below) highlighted how this latest MTG Universes Beyond set focuses more on showcasing historical figures who've cameoed in the videogames, more than the conspiracy-rich Assassin's Creed lore
It's so powerful that players will need to find ways to get rid of it by sending it back into a hand or anything that stuns it or instantly kills it to stand a chance
Onslaught wasn't as horrid as I recall either