Here are the rest of my two-color lists for you to check out: Top Ten R/G Top Ten U/W Top Ten U/B Top Ten R/B Top Ten W/G Top Ten U/G Top Ten U/R Top Ten B/W Top Ten B/G 1 Of the approximately 115 cards, I have not played Battlegate Mimic, Firesong and Sunspeaker, Foundry Champion, Martial Glory, Scourge of the Nobilis, Suleiman's Legacy, and War Flare.
It's very strong in multiplayer since you are more likely to be running at least one opponent with Green ramp and two-drop ramp spells like Rampant Growth and Farseek are getting added to ramp brews in Commander over conventional ramp like Cultivate and Kodama's Reach, so on the turn you have three mana, one player casting a two mana ramp spell with an extra land is pretty likely, and if not, then someone probably cast Explore spells or dropped an Exploration and an extra land or two
The Magic: The GatheringFINAL FANTASY Limit Break Commander deck is mechanically identical to the original release, including 100 Magic cards (98 non-foil cards and 2 Traditional Foil Legendary cards)
Forcing bombs is a mistake that will make your deck clunky and slow
By the time you read this, its value will have potentially fluctuated
Sacrifice outlets are also too diverse in their function to be easily switched off by a single counter card unless its incredibly specific (Angel of Jubilation or Yasharn, Implacable Earth come to mind)