Enchanters Bane isnt something Ive played with much recently, but the ability to make players choose whether to keep their enchantment or take damage becomes much better in this sort of deck
Late game with stable life totals, you can pay eight life to keep both extra cards, converting life into raw card advantage that green struggles to find elsewhere
Today I'm here to put my deckbuilding methods to a different use, by providing some guidelines for building a Commander deck that is both fun and functional
Set rotations, secret-rare chase cards, and tournament cycles drive predictable resale demand from a defined customer base collectors, returning players, and gift-buyers
Cards like Champion of the Perished, Headless Rider, Midnight Reaper, and Diregraf Colossus are still creepy and powerful, especially with Wilhelt, but wont completely crush your board for a fairer, scarier game
Those are a lot tougher to track down