No need to track 21 commander damage, just one clean hit and an opponent is out
What's more, sometimes these cards still retain their holographic foil, resulting in a sparkly white card
There's also a ton of ramp in this deck, but I'm going to strike that down as a positive for now, especially given the mana costs for activating the abilities of the Fantastic Four cards, which could be awkward if you're not drawing the lands you need early in the game
as a game began, power creep has been going on for so long that many old aspects of gameplay have been largely left behind
Magistrate's Scepter hands coming from off screen, but separate perspective
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