The deck gives players a simple base to work off of, but insufficient cards to fully support a Commander deck around these cards alone
Grasp of Fate Enchantment When this enchantment enters, for each opponent, exile up to one target nonland permanent that player controls until this enchantment leaves the battlefield
Getting to explore is a good out to an enemy removal spell or after chump-blocking, and if you fill your deck with creatures that actually want to die, its profit on both ends
This card's only downside is it's mana cost These give you good fixing, but there aren't any dual or tri-lands in the set with basic land types, so you're always getting basics These give you good fixing, but there aren't any dual or tri-lands in the set with basic land types, so you're always getting basics These give you good fixing, but there aren't any dual or tri-lands in the set with basic land types, so you're always getting basics These give you good fixing, but there aren't any dual or tri-lands in the set with basic land types, so you're always getting basics These give you good fixing, but there aren't any dual or tri-lands in the set with basic land types, so you're always getting basics
(If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.) Legendary Creature - Human Cleric Elf Reluctant Role Model Survival At the beginning of your second main phase, if this creature is tapped, put a flying, lifelink, or +1/+1 counter on it
Fatal Push Probably no surprise at the top of the list, I expect Fatal Push to be the most-played Standard card from Aether Revolt , mostly because of the versatility of this powerful instant