Let's look at why - it's harder to interact with indestructible just like her hexproof
The tricky part is that we want mechanical synergyas it leads to better limited gameplay and constructed deck buildingbut we need to be careful that we don't make an interconnected web that prevents the average player from being able to track what's happening

We developed a workflow that asked concept artists and card artists to pull hallmark character designs from Yoshitaka Amanos original (and legendary) concept art, the original FFVI sprites, and the FFVI Pixel Remaster character portraits, to synthesize the most consistent elements of each characters design into something new. We also encouraged our artists to punch up finer details and bsexplore elements where they thought they could push (fabric, patterns, textures, etc.) Then, we would meet with the Final Fantasy VI review team, and they would give us feedback on what core elements they wanted to preserve and what new elements they were excited about. "It's our hope that the [FF6] character designs should feel like how you 'remember' them..." So they had the four games decided, but when it comes to Commander, thats only half the equation WOTC also needed to figure out which characters would lead each deck

6: Exile all cards from all graveyards, then create a 1/1 white Spirit creature token with flying for each card exiled this way
Competitive Commander Combos Because of this unexpected power level, MTG players are already considering Deadpool, Trading Card for spots in cEDH decks
With that number, we can say how many of a certain card *should* be out there