Here's the top 10 I have my eye on right now: 10
Gremlins you begin to control later in the turn won't gain menace, lifelink, or haste
This has the potential to shake up how we view deck construction
Chain of Vapor has a ton of targets in a multiplayer game, and the option to keep sacrificing lands to keep bouncing nonlands is tempting
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Keep this in mind, because this would be the breakdown of how the combat step would go when the two previously mentioned cards and your Commander are in play: You declare your Commander as an attacker, Duelist's Heritage then triggers and you select your Commander as the recipient of Doublestrike