Trade allows you to thin your hand (and by extension, your deck), all while drawing more cards to help you find the pieces you need to execute your decks winning strategy

Strategy[edit] Gameplay Strategy[edit] In this section, describe: General usage Unorthodox or subtle usage Common pitfalls of using this card Deckbuilding Strategy[edit] In this section, describe: Cards and strategies this card works well with Cards and strategies this card works particularly well or poorly against Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters Strengths and Weaknesses[edit] Synergizes With...[edit] List friendly cards that work well with this card Strong Versus...[edit] List enemy cards this card does well against Weak Versus...[edit] List enemy or friendly cards to avoid playing this card with Rulings[edit] In this section : Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the Rule of 4 for Saved From the Fire (8R20) ) Link to rules discussions on TLHH Alternate Versions[edit] See Also[edit] Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card Link to decks that use this card

In recent days, Trap Hole and its card variants also saw indirect support via the Traptrix Archetype, which by themselves are built around using Trap Hole and Hole cards to proc different effects
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Cards that let you play an extra land per turn or otherwise pull lands from your hand can make its ability virtually free
I have to say I really love that Wizards of the Coast (WotC) makes some bonus Commander cards for each release that has companion Commander decks like Kamigawa: Neon Dynasty