At least Call the Spirits tries to be new-ish with its theme, but the theme isn't particularly well done, with tons of cards that are neither enchantments, nor play well with them
The result of these changes is that the hero team, with their powers combined, is on even footing with the archenemy, who stands alone in their path, creating a flavorful, fun, and balanced-for-Commander version of this classic Magic game mode
Just like Ragavan, you can feel the presence of Lurrus in the descriptions of a bunch of earlier cards
Now this is a card that can truly cause some explosive turns
Sitting at one mana is extremely important, since it means players will always have a turn one play in the form of dropping the background from their command zone onto the battlefield
Rhystic Study is an annoying card to play against in Commander