Otters weren't powerful enough and thus didn't see constructed play
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Yasharn, Implacable Earth

Labs Abandoned Air Temple Abandoned Campground Abandoned Outpost Abraded Bluffs Abstergo Entertainment Abundant Countryside Academy Ruins Access Tunnel Accursed Duneyard Adagia, Windswept Bastion Adanto, the First Fort Adarkar Wastes Adventurer's Inn Adventurers' Guildhouse Aether Hub Agadeem, the Undercrypt Age-Graced Chapel Agna Qel'a Airship Engine Room Akoum Refuge Akoum Teeth Alchemist's Refuge Ally Encampment Alpine Meadow Amonkhet Raceway An-Havva Township Ancient Amphitheater Ancient Den Ancient Spring Ancient Tomb Ancient Ziggurat Animal Sanctuary Arcane Lighthouse Arcane Sanctum Arch of Orazca Archaeological Dig Archway Commons Archway of Innovation Arctic Flats Arctic Treeline Arena Arena of Glory Argoth, Sanctum of Nature Arid Archway Arid Mesa Asgardian Citadel Ash Barrens Atzal, Cave of Eternity Auntie's Hovel Avengers Hangar Avengers Tower Avishkar Raceway Axgard Armory Aysen Abbey Azcanta, the Sunken Ruin Azorius Chancery Azorius Guildgate Ba Sing Se Bad River Badlands Bala Ged Sanctuary Balamb Garden, SeeD Academy Baldur's Gate Balduvian Trading Post Ballroom Bant Panorama Barad-dr Barbarian Ring Barkchannel Pathway Baron, Airship Kingdom Barracks of the Thousand

If youre running a cheap commander with evasion or an easy way to gain double strike, and you really hate ramp decks, consider Destructive Urge
I like to run it in several decks, so yes, another winning uncommon