These subtraction within 20 math card games are perfect for 1st grade and 2nd grade, math centers, partner games, early finishers, and fact fluency activities
Then you have each player exile the top seven card and until my next turn everyone can cast, and just what was exiled, and I cannot activate it save at sorcery speed
Cheap Foil I already mentioned this, but let's dive deeper
In a typical Commander deck that doesn't build around her, that will likely be: Land - pretty sure Creature - likely Sorcery or Instant - at least one, maybe both Then maybe an artifact, enchantment or planeswalker That means you could easily draw four or five cards in a typical 10 set and choose the best one for the situation, like the best land your reveal
Its also an escalate card, letting you do more if you spend more mana, like fuse cards or kicker cards