The fetchlands arent on this list
By claiming the power of water, earth, fire, and air, you'll enter the Avatar state and get a massive bonus that's worthy of your elemental mastery
Thantis, the Warweaver A lot of commanders are on this list because they incentivize quicker and more aggressive play, which can keep games from feeling overly long and boring
In casual games or booster draft, that sacrifice is deceptively easy to do, but the same may not be true in Commander, where decks have a much lower density of legendary creatures and artifacts
If you dont care about that part, this is just an awesome payoff for paradox-style decks, giving you free copies of spells cast from various zones
Are we there yet