If we wanted to support them, we would need to run more colorless ramp, meaning fewer spells that would trigger our commander, which I wanted to avoid
It's a push-and-pull type deal
He does take 1 damage when an opponent plays a character, but its still immensely worth playing him, even if he only lasts 2 turns
Amethyst continues to lean into more non-interactive lore gain which means they can apply pressure much earlier than other inks
Yes, this one has Evasive but it dies to almost any sort of direct damage, which is what people will be using to deny you a shift anyway
Magic: The Gathering 's tabletop product has been experimenting heavily with how it delivers cards to its playerbase, with the end result being a much more varied offering of booster packs, starter decks, and other options