This can protect a blocker, save an attacker from a combat trick, reuse an Enters effect, power a combo, or just be a stunning surprise to a table
Bitter Work Bitter Work does not replace the host of other 3-cost green enchantments that draw you cards, but those don't come with a beefy 4/4's worth of stats
It comes down for 2, it can adapt for 2, and its an easy way to generate tokens to ramp you or give you sac fodder
Commanding Conclusion Lord of Atlantis (Secret Lair) | Illustration by Gabor Szikszai There are plenty of interesting and powerful merfolk commanders to build a deck around in Magic
The two colors with the best balance of threats and removal are going to be the best foundation for your deck
Simic doesnt have an unbeatable end-game, so you cant afford to sit around and do nothing except ramp and draw cards