Following the Draw Phase is the Action Phase, where players can perform a variety of actions in almost any order, as many times as rules permit, before declaring an attack
Magic: The Gatherings upcoming crossover with Jurassic World will include the chance to fight a really big dinosaur with Jeff Goldblum as the commander of your deck
Convoke is really nice if you're going wide and want to cash in on it, but I can see some play for Prop Room in a lot of cases where you can actually tap your own creatures down at instant speed
Huggin for the sake of huggin only benefits the players with good decks, so either come with a plan for your universal effects or avoid them altogether
Subsequently, its no wonder that over 100,000 Commander decks include this aptly named War of the Spark spell
Because of this, my list has: No extra turn spells Minimal countermagic No high-salt cards (like Palinchron) Retirement of finishers Ive won with enough times Thrasios is here to give us the best possible colors to pair with Vial Smasher, provide consistency, and give us a mana dump for turns when we dont have a better play