Whenever a creature with seven or more power deals any amount of damage to a player, you untap all creatures you control and get an additional combat phase after the current one if its the first
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Saffgor: Combining two of the durdliest, do-nothing game plans in one Commander makes me think this isn't great, but being 2 mana and an outlet for infinite lifegain combos could get it there
Some cards excel in boasting mighty strength in challenges or can hoover up lore to accelerate you to winning, while others provide essential support for the rest of your deck
This character card is useful as a heavy assist when you're trying to stockpile and get yourself ready for the end of a fight
This matters if you wind up with a Token copy of say, Graf Rats - you can't combine the Token with Midnight Scavengers to make Chittering Host