Unlike Jitte this effectively charges throughout the game with no need of it in play and so you can flop it early and deny people strategy options or you can bait them in and flop it down once it is too late for them
Camp Comrades Compared to the other scene boxes Camp Comrades is way more relaxed and celebrates the chill moments in a Final Fantasy game where you just need to recover, spend time with your friend, and use your Fishing Gear
If such an ability requires a target, you can target a Room even if both of its doors are unlocked, but the ability won't do anything when it resolves
Close to every deck I have with access to blue will run itclearly its one of my pet cards, which is hard to admit being someone who regularly writes about how EDH is homogenizing and how we should push back against that
The first two abilities just arent great in Commander, but the emblem is scary enough that people have to attack this Bant card down anyway
For a card to work well, especially the more complex ones, try to have abilities that work together or seem to have some cohesion