Heggen reassures me that they are thoughtful about what new Secret Lair cards are doing to strategies outside of Commander, saying we're not trying to accidentally ruin those formats by casually printing hyper-powerful cards into them. That said, the concept of mechanically unique Secret Lair cards existing at all has been a hot topic in the community regardless of power level
Below are some hands that Ive generated for pre-board games where I dont know what my opponent is playing: Hand 1 - Underground Sea, Badlands, Swamp, Lotus Petal, Animate Dead, Exhume, Unmask I would mulligan this hand on the play and the draw as you are missing an enabler and dont have a path to find it
In essence, the decks spells can be divided into various enablers, whether for emerge or delirium, and then a variety of different payoff cards with Emrakul, the Promised End sitting on top as the ultimate trump win condition
According to the sets official release notes from Wizards of the Coast, the battles serve as a thematic tie-in to the overarching story behind March of the Machine, where the cultist army of Phyrexians have launched their invasion of the entire multiverse
It isn't so much ramp in that you won't get mana back out of it until you use it five times always paying the maximum life
Do you enjoy accruing it simply by playing a game of Commander without having to jump through a bunch of extra hoops