First, let's check out the original list: Coven Counters | Commander | Wizards of the Coast Commander (1) 1 Leinore, Autumn Sovereign Creatures (38) 1 Abzan Falconer 1 Ainok Bond-Kin 1 Angel of Glory's Rise 1 Avacyn's Pilgrim 1 Bastion Protector 1 Champion of Lambholt 1 Custodi Soulbinders 1 Dawnhart Wardens 1 Dearly Departed 1 Elite Scaleguard 1 Enduring Scalelord 1 Eternal Witness 1 Gyre Sage 1 Herald of War 1 Heronblade Elite 1 Heron's Grace Champion 1 Juniper Order Ranger 1 Kessig Cagebreakers 1 Knight of the White Orchid 1 Kurbis, Harvest Celebrant 1 Kyler, Sigardian Emissary 1 Mikaeus, the Lunarch 1 Moorland Rescuer 1 Odric, Master Tactician 1 Orzhov Advokist 1 Riders of Gavony 1 Sigarda, Heron's Grace 1 Sigarda's Vanguard 1 Sigardian Zealot 1 Somberwald Beastmaster 1 Somberwald Sage 1 Stalwart Pathlighter 1 Trostani's Summoner 1 Verdurous Gearhulk 1 Victory's Envoy 1 Wall of Mourning 1 Wild Beastmaster 1 Yavimaya Elder Instants (6) 1 Beast Within 1 Inspiring Call 1 Return to Dust 1 Ruinous Intrusion 1 Swords to Plowshares 1 Unbreakable Formation Sorceries (8) 1 Bestial Menace 1 Biogenic Upgrade 1 Celebrate the Harvest 1 Celestial Judgment 1 Cleansing Nova 1 Growth Spasm 1 Hour of Reckoning 1 Shamanic Revelation Enchantments (4) 1 Citadel Siege 1 Curse of Clinging Webs 1 Curse of Conformity 1 Death's Presence Artifacts (6) 1 Arcane Signet 1 Lifecrafter's Bestiary 1 Moonsilver Key 1 Sol Ring 1 Swiftfoot Boots 1 Talisman of Unty Right out of the gate, I'll admit I'm kind of baffled by this list

Banishing it before it can do anything can be vital towards destroying your opponents game plan
Also, this archetype makes heavy use of enchantments, such as Constellation effects to tap enemy creatures or enchantments themselves doing the tapping
But, as most of them can be played in any deck, they have some level of flexibility as well
If an effect instructs you to sacrifice it, you can't and it remains on the battlefield
Every card in the simulator sits in your personal binder locked until you pull it