Making interesting decisions for your opponent means giving them hard choices about what they want to give up (yes, good discard means making your opponent suffer you're playing black after all)
Milling five or six cards at a time isnt as efficient as dealing damage at the same pace, but its a great way to build a mill commander that doesnt rely on Bruvac the Grandiloquent to chew through your opponents libraries at a reasonable rate
White creatures usually have lots of keyword abilities like flying, first strike, double strike, lifelink, or vigilance, and as such it makes sense to enhance those
Assuming we have a 60-card aggro deck containing 21 mana sources, how many one-drops should we play if we want to have at least one in 90% of keepable seven-card starting hands
The last new mechanic involves new Blood tokens
If you said "control" then keep dreaming (maybe we'll get Counterspell one day)