This post helps Commander players build decks that actually function by using a non-cargo-cult checklist, so they can tune faster, avoid non-games, and stop blaming bad luck for predictable math
The former destroys all unenchanted creatures, these cannot be regenerated, Endeavor destroys 1d6 creatures and puts 1d6 white 2/2 Knight tokens into play
If the spell or ability has damage divided as it was cast or activated, the division can't be changed (although the targets receiving that damage still can)
Great if you also want to sell your cards outside Europe
One of the upsides of the Battlemage cycle is they give you a lot of flexibility, since you can cast them for three, five, or eight mana, giving you something to do at every point in the game
Phenax, God of Deception Phenax, God of Deception finds an alternative use for your defenders largest asset