Cast it on turn one, activate on turn two and swing for two damage with our 2/2, then activate it on turn three and swing with a 4/4, and on turn six you can turn it into a nightmare for anyone, although you may not get that far
The openness of the commander design really means you can use whatever you want and not necessarily depend on squirrels at all
This makes sense as it feels like this set is reminiscent of Core Set power levels - the cards aren't incredibly complicated, and they serve as a way for casual MTG fans, as well as non-MTG playing FINAL FANTASY fans to get into the game
Its clear to see why these are considered the best, but that power comes at a high mana investment and sometimes, in the case of Winds of Abandon, a downside
You then start the next dungeon
*checks notes* Sorry, a payoff that isnt winning the game