Its a reminder that great game design isnt always about complexityits about clarity, timing, and knowing what your players actually care about
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Your opponent cannot touch you or do anything specifically to knock them off
It plays best with extra turns and combats to extract as many elemental tokens as possible, but I appreciate the idea of a commander that spits out threats alongside a ramp plan for Aminatou's Augury to overwhelm your opponents with multiple threats
#10 Champion of the Parish Starting off our list is the little Human that could Champion of the Parish
Similarly, a deck built around very expensive spells (such as Dragons or spells like Exsanguinate with in their mana cost) will likely play powerful, expensive ramp no matter the cost of its commander