This franchise is beloved by many and known by even more, so seeing these iconic heroes of many players' childhoods come to decks for the first time is super exciting
Game Changers should generally be cards that easily and dramatically warp Commander games, allowing players to run away with resources, shift games in ways that many players find unpleasant, block people from playing, efficiently search for any of their strongest cards without downside, or have commanders that are highly unfun in casual games
You never know what you are going to get with these packs, with cards pulled across from all of Magics history packed inside
Once the picking process is done for all the packs, the 8 players should have a total of 45 spells, carefully selected to build an improvised 40 card deck to play
This can involve changing the text, adding a first-edition stamp, or even modifying aspects of the artwork, which does not match the original prints
Keep in mind that, although Adventure cards are creatures the majority of the time, which means you can't tutor for them with cards like Solve the Equation, when you cast the Adventure side of it you are instead casting an instant or sorcery