Special rules for commander Whenever a player cast his or her commander, that player divides sips equal to the number of times his or her commander has been cast, as he chooses
In fact, if anything, they hark back to some classic deck archetypes from years ago
A clear advantage is that if you have bigger creatures than your opponent, you can get real stompy
Deathtouch creatures make every combat step a dangerous proposition, while your removal keep opponents on the defensive
It makes one creature incapable of blocking, which doesnt really have an effect in Commander, makes the Ring tempt you, which is okay but uninteresting (more on that later), and it tutors a Mountain onto the field