Core Strategy: Start the game by establishing your 5-color mana base using ramp spells like Cultivate, Farseek, and Rampant Growth
A ramp spell thats not dead when you draw it on turn 8 sounds amazing
In this enchanted card, Robin Hood stands in the middle of the card, his sword and bow in relaxed poses, however showing that he's ready for a fight at the first sign of trouble
(Whenever you cast a commander, exile cards from the top of your library until you exile a nonland card with lesser mana value
"But Paige!" I can already hear you saying, "why are we trading a set of ten enters tapped tri-lands for another set of ten enters tapped tri-lands?" That answer is simple
They also result in a delayed trigger that does the killing, which you can avoid with stifles or end-the-turn cards like Sundial of the Infinite