The first is that it doesnt produce mana, which was a theme on certain lands from Legends
Another added value to Entropic Uprising is the two partner commanders that come with it, Vial Smasher the Fierce and Thrasios, Triton Hero
(in this case having your early game plan consist mostly of cycling effects and other cards with high CMC that can affect the game for less mana than they actually cost.) The only difference is that instead of winning the game instantly when you cast Primal Surge, you just die when you cast Belzenlok
They also come with another attribute
The most notable of these is Monastery Mentor, who not only has Prowess it will also spit out a token with Prowess any time you cast a non-creature spell
Going Over the Top Since weve opted into modifying our game plan to ramping into bigger and better spells, Id like to outline a few I think would be advantageous to keep in mind