I think there are some good overall brewing lessons here: Write down or say out loud your brewing thoughts - These decks all owe their origin to me writing up my thoughts on Arid Archway and Three Steps in my top OTJ cards article
But there will still be situations where the efficiency and clever planning of master criminals will shine through compared to the work of their less devious colleagues
Vile Imp has a simple yet effective genesis ability deal 2 damage to target adjacent unit
Each Starter Deck contains a 51-card preconstructed deck that you can play right out of the gate as well as 15 cards unique to the deck
Gix, Yawgmoth Praetor Gix, Yawgmoth Praetor is one of those saboteurs that gives every creature you have the ability, letting you draw a card and lose 1 life per hit
It's an easy road to start adding To be transparent, my current leading idea is that a commander is a Game Changer if it creates play patterns or game constraints that are unfun and overwhelmingly powerful or if it qualifies by virtue of being a Game Changer in the other 99 cards of a Commander deck