Wrap Up Time Warp (Mystical Archive) | Illustration by Dominik Mayer Extra turn spells have a bad rap in Commander because they can reduce a multiplayer game into a round of solitaire, but theyre a fundamental part of blues color identity and, when played in the right shell, one of its best finishers
it'll be hard to see how good or bad some of them are until they're out in the wild in decks, but we've still found ten cards that are so obviously powerful they're certain to find a home somewhere
One card is the Commander, and they can be deployed at key moments to boost the abilities of other cards, or for their own impact
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It offers a great build around and decent redundancy for Commander players who can't run four Birthing Pods
What is that thing on the top left, though