Both of these Locations don't have a unique ability, but they ease the player into using them by being cheap, ink cost-wise, while also gaining you one lore at the start of your turn, so long as the locations stay on the field

1 Exterminatus 1 Collective Effort 1 Deploy to the Front 1 Fell the Mighty 1 Hour of Reckoning 1 Launch the Fleet 1 Martial Coup Instant (6) 1 And They Shall Know No Fear 1 Deny the Witch 1 Entrapment Maneuver 1 Utter End 1 Swords to Plowshares 1 Mortify Artifact (14) 1 The Golden Throne 1 Inquisitorial Rosette 1 Knight Paladin 1 Reaver Titan 1 Thunderhawk Gunship 1 Everflowing Chalice 1 Mind Stone 1 Skullclamp 1 Sol Ring 1 Talisman of Dominance 1 Talisman of Hierarchy 1 Talisman of Progress 1 Arcane Signet 1 Commander's Sphere Enchantment (4) 1 Defenders of Humanity 1 Birth of the Imperium 1 The Flesh Is Weak 1 Reconnaissance Mission Land (37) 1 Choked Estuary 1 Darkwater Catacombs 1 Exotic Orchard 1 Port Town 1 Prairie Stream 1 Skycloud Expanse 1 Sunken Hollow 1 Arcane Sanctum 1 Ash Barrens 1 Memorial to Glory 1 Command Tower 1 Dismal Backwater 1 Evolving Wilds 1 Path of Ancestry 1 Scoured Barrens 1 Terramorphic Expanse 1 Tranquil Cove 5 Island 7 Swamp 8 Plains White (21) 1 Celestine, the Living Saint 1 Defenders of Humanity 1 For the Emperor

I even designed a top-down card to represent the Sphere Grid
You sure know your stuff, which is a little concerning considering this set isn't out yet, but you're Just
As Im writing this piece, 4/8 decks in the last MTGO PTQ were almost the same 75 of Grixis Shadow A true proof of how good this card is in the right deck
This card doesn't start in your deck but in a special "Command Zone." You can cast your commander from this zone, and if it would die or be exiled, you can return it to the command zone to be cast again, though it costs an additional two mana for each subsequent cast