The 5-sentence Commander game plan I win by: (combat damage, combo, commander damage, drain, lock, alt win, etc.) I get there by: (tokens, value engine, graveyard loop, spellslinger, stax, big mana, etc.) My commanders job is: (engine, payoff, tutor, glue, finisher, or distraction) My backup plan is: (what you do when the main thing gets hated out) My biggest problem is: (fast decks, wipes, grave hate, counterspells, artifacts, etc.) If you cant fill this in, do not buy more cards
This will help you figure out exactly which one is right for you and plan your strategy
Not only do you get extra mana to pump the spells, but you also get to double the spell or ability cast
That said, we have to give the edge to Spikeshell Harrier here
MTGs Street Fighter Secret Lair is an important building block towards MTGs current success
I said I wanted something larger to attack with and Consuming Aberration gets there