All this synergy lets you go wild with other abilities that can pump up your creatures, letting you attack with a huge army for relatively little mana
These decks each contain the following: A 100-card Commander deck Hail, Caesar (red-white-black) contains 37 new-to- Magic cards
There's also a few planeswalkers I decided to add just for overall strength of the cards, but I'm anxious to play with Dihada, Binder of Wills
[2] [3] The cheaper utility effect of an Omen means players are not stranded with cards they cannot cast in the early game, while in the late game they are able to cast multiple spells a turn for additional value

Here are all of the budget instant speed green card draw spells you can include in your decks: Charge Through Target creature gains trample until end of turn Draw a card Hunters Insight Choose target creature you control Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards Inspiring Call Draw a card for each creature you control with a +1/+1 counter on it Those creatures gain indestructible until end of turn Viridescent Wisps Target creature becomes green and gets +1/+0 until end of turn Draw a card Warriors Lesson Until end of turn, up to two target creatures you control each gain Whenever this creature deals combat damage to a player, draw a card Here is a pre-populated list of all of those 2 mana instant speed green card draw spells I was mentioning

Inti only lets us play those cards until the beginning of our next end step, so the key to maximizing our chances of playing each card we exile is by discarding outside of our own turn, so we have all our mana available next turn to cast the exiled cards