This 4/5 Dino boasts Enrage, allowing you to draw a card whenever it takes damage, whether that be via a spell, via combat damage, or any other way this feisty beast might get pinged, such as via 15
Step 8 Test The Sim
We chose eight as the required number because this makes it enter tapped for most of the game in 1v1, but in Commander, players 3 and 4 in turn order can have this enter untapped on turn 3. Because Turbulent Wilderness is categorized as both a forest and an island, that makes it a fetchable dual land, meaning that you can pull it onto the battlefield with a card like Three Visits also in the deck because it searches for a forest specifically
Cards that win the game but are often too expensive for other strategies to leverage properly
At the time, land theme seemed to just mean ramp with a light graveyard theme enabled by a generic Jund value package
It has some questionable card choicesI'm skeptical of Filigree Attendant, for exampleand it lacks a little in the removal department