Krenko makes an insane amount of creatures over the course of a game, and having an indestructible second commander that shoots damage and is able to give firebreathing to your entire board seems like its going to shoot out a lot of damage
I created a short and sweet guide on Tri Color Lands in MTG if youre looking for some 3 color mana producers Additionally, I also created an article that outlines 90+ different 5 Color Lands which is super helpful Utility Lands Depending on how many colors your deck runs will determine how many utility lands you should play
Playing Spirebluff Canal on turn 4 prevents you from casting Crackling Drake or Thing in the Ice with a realistic threat to transform it immediately or even a hardcast Arclight Phoenix
But dismissing all systems overlooks the possibility of one grounded in the game's immutable rules: Magic's turn structure and win objective provide objective benchmarks, like measuring a race by time rather than "effort." Ours directly ties to these, using win turns as a universal metric with clear, testable criteria (e.g., effective locks for control decks), avoiding the pitfalls of subjectivity
It may be unexciting as far as mythic designs go, but it's certainly among the most playable of this set