Rise of the Floodborn, however, has a huge amount of uninkables four-drops, and I'm weary to run more than two uninkables of any given cost
Especially in cases where cards are rated similarly elsewhere, this factor will favor the card thats doing something a bit more off the beaten path
Youll most likely see opponents casting green ramp spells or cracking fetchlands during any given Commander game, so you might as well get some profit out of it with Deep Gnome Terramancer
If you want to know my thoughts on more cards, check out all my articles here
Play boosters are organized by slots, with the first six slots dedicated to commons
(Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) Gain control of target creature until end of turn